
ically, significant increases in display resolutions are
required to display the high-quality images captured
by professional cameras and lenses effectively. As
VR technology evolves and HMD resolutions im-
prove, the benefits of using high-resolution capture
devices will become more apparent.
Looking ahead, the VR industry is poised for con-
tinued growth and technological advancement. As
display technologies improve, with higher resolutions
and wider fields of view, the demand for higher-
quality content will increase (Renganayagalu et al.,
2021). In this context, professional capture equip-
ment will play a more critical role in delivering the vi-
sual fidelity that next-generation VR experiences will
demand.
Content creators should remain adaptable, balanc-
ing the need for quality with practical considerations
of cost and technology limitations. In the interim,
leveraging affordable solutions like the Meta Quest
3 allows creators to produce engaging content with-
out prohibitive investment, fostering innovation and
experimentation within the VR community.
Our study reinforces the notion that affordable op-
tions for stereo video capture are not only viable but
also well-suited to the current state of VR technol-
ogy. While high-end devices offer superior capabil-
ities, their advantages are constrained by the limita-
tions of present-day VR HMDs. As technology pro-
gresses, the synergy between capture devices and dis-
play hardware will become increasingly important.
Until then, devices like Meta Quest 3 provide a prac-
tical and accessible means for creators to contribute
to the evolving world of virtual reality.
REFERENCES
Anderson, S., Gallup, D., Barron, J. T., Kontkanen, J.,
Snavely, N., Hern
´
andez, C., Agarwal, S., and Seitz,
S. M. (2016). Jump: Virtual reality video. ACM Trans-
actions on Graphics, 35(6):198.
Canon (2023a). Canon eos r7 mirrorless camera
body. https://www.usa.canon.com/content/canon/en/
search.html?q=EOS%20r7&r=products. Accessed:
11/18/2024.
Canon (2023b). Canon rf 5.2mm f/2.8 l dual fisheye 3d vr
lens. https://www.usa.canon.com/content/canon/en/
search.html?q=RF%205.2mm%20f%2F2.8%20L%
20Dual%20Fisheye%203D%20VR&r=products.
Accessed: 11/18/2024.
Canon (2023c). Canon rf-s 7.8mm f/4 stm dual lens.
https://www.usa.canon.com/content/canon/en/
search.html?q=RF-S%207.8mm%20F4%20STM%
20DUAL&r=products. Accessed: 11/18/2024.
Cutting, J. E. and Vishton, P. M. (1995). Perceiving lay-
out and knowing distances: The integration, relative
potency, and contextual use of different information
about depth. Handbook of Perception and Cognition,
pages 69–117.
Facebook Engineering (2016). Introducing
facebook surround 360: An open, high-
quality 3d-360 video capture system. https:
//engineering.fb.com/2016/04/12/video-engineering/
introducing-facebook-surround-360-an-open-high-
quality-3d-360-video-capture-system/.
Freina, L. and Ott, M. (2015). A literature review on im-
mersive virtual reality in education: State of the art
and perspectives. The International Scientific Confer-
ence eLearning and Software for Education.
Fuchs, P. (2017). Virtual reality headsets-a theoretical and
pragmatic approach. CRC Press.
Jackman, J. (2020). Lighting for Digital Video and Televi-
sion. Routledge, 4th edition.
Meta (2023). Meta quest 3. https://www.meta.com/quest/
quest-3. Accessed: 11/18/2024.
Peleg, S. and Ben-Ezra, M. (1999). Stereo panorama with a
single camera. In Proceedings of the IEEE Computer
Society Conference on Computer Vision and Pattern
Recognition, volume 1, pages 395–401. IEEE.
Pimax (2023). Pimax vision 8k x specifications.
https://cn.pimax.com/8kx-tech-specs-old/. Accessed:
11/20/2024.
Renganayagalu, S. K., Mallam, S. C., and Nazir, S. (2021).
Effectiveness of vr head mounted displays in profes-
sional training: A systematic review. Technology,
Knowledge and Learning, pages 1–43.
Slater, M. and Sanchez-Vives, M. V. (2016). Enhancing
our lives with immersive virtual reality. Frontiers in
Robotics and AI, 3:74.
Tremblay, E., Lapierre, M., and Gosselin, C. (2019). Low-
cost 360 stereo photography and video capture. In
Proceedings of the IEEE Conference on Virtual Real-
ity and 3D User Interfaces, pages 1400–1401. IEEE.
Ververidis, D., Migkotzidis, P., Nikolaidis, E., Anastasovi-
tis, E., Papazoglou Chalikias, A., Nikolopoulos, S.,
and Kompatsiaris, I. (2022). An authoring tool for
democratizing the creation of high-quality vr experi-
ences. Virtual Reality, 26(1):105–124.
Wang, J., Shi, R., Xiao, Z., Qin, X., and Liang, H.-N.
(2022). Effect of render resolution on gameplay expe-
rience, performance, and simulator sickness in virtual
reality games. Association for Computing Machinery,
5(1).
Wang, X., Xie, L., Dong, C., and Shan, Y. (2021). Real-
esrgan: Training real-world blind super-resolution
with pure synthetic data. In International Conference
on Computer Vision Workshops (ICCVW).
Leveraging Affordable Solutions for Stereo Video Capture in Virtual Reality Applications
971