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JBE, vol. 23, no. 6, pp.876-885, November, 2018
Study of Capturing Real-Time 360 VR 3D Game Video for 360 VR E-Sports Broadcast
Hyun Wook Kim, Jun Suk Lee, and Sung Hyun Yang
C.A E-mail: firstname.lastname@example.org
Although e-sports broadcasting market based on VR(Virtual Reality) is growing in these days, technology development for securing market competitiveness is quite inadequate in Korea. Global companies such as SLIVER and Facebook already developed and are trying to commercialize 360 VR broadcasting technology which is able to broadcast e-sports in 4K 30FPS VR video. However, 2D video is too poor to use for 360 VR video in that it brings less immersive experience and dizziness and has low resolution in the scene. this paper, we not only proposed and implemented virtual camera technology which is able to capture in-game space as 360 video with 4K 3D by 60FPS for e-sports VR broadcasting but also verified feasibleness of obtaining stereo 360 video up to 4K/60FPS by conducting experiment after setting up virtual camera in sample games from game engine and commercial games.
Keyword: 360 VR Game, esports, 360 Video Capture, CUDA, 360 VR Video Live Streaming
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