Leveraging Affordable Solutions for Stereo Video Capture in Virtual
Reality Applications
Leina Yoshida
1
, Gustavo Domingues
1
, Fabiana Peres
1
, Claudio R. Mauricio
1
and Jo
˜
ao M. Teixeira
2
1
UNIOSTE, Foz do Iguac¸u, PR, Brazil
2
Universidade Federal de Pernambuco, Recife, PE, Brazil
Keywords:
Stereo Video Capture, Virtual Reality, Affordable VR Solutions.
Abstract:
Stereo video is essential for creating immersive virtual reality experiences by providing depth perception and
enhancing realism. However, capturing high-quality stereo video often requires expensive professional equip-
ment, such as specialized stereo lenses and high-resolution cameras, which poses significant financial barriers
for independent content creators and small studios. This paper explores affordable alternatives for stereo video
capture, specifically utilizing the built-in cameras of the Meta Quest 3 MR (mixed reality) headset. We com-
pare the capabilities of the Meta Quest 3 with high-end equipment like the Canon EOS R7 and dual fisheye
lenses, whose cost is significantly higher (approximately seven times more). Our analysis includes a compar-
ison of display and camera resolutions of popular VR head-mounted displays, revealing that the current VR
headsets’ display resolutions do not fully utilize the high capture resolutions offered by professional cameras.
We provide detailed instructions for setting up the Meta Quest 3 for stereo video capture and present examples
of videos captured in both indoor and outdoor environments. The findings suggest that affordable devices like
the Meta Quest 3 are capable of producing stereo video content suitable for the present virtual reality technol-
ogy landscape. The cost savings and operational efficiencies make it a practical option for content creators.
We conclude that, given the display limitations of current VR HMDs, investing in high-end capture devices
may not yield significant benefits. As VR technology advances and HMD display resolutions improve, the
advantages of professional capture equipment may become more pronounced.
1 INTRODUCTION
The advent of virtual reality (VR) has revolutionized
the way users interact with digital content, offering
immersive experiences that transcend traditional me-
dia boundaries. Central to this immersion is the use
of stereo video, which provides depth perception and
a more lifelike representation of the virtual environ-
ment. Stereo video simulates human binocular vision
by presenting two slightly offset images to each eye,
creating the illusion of three-dimensionality (Fuchs,
2017).
In recent years, there has been a surge in VR
content creation and consumption. High-quality VR
experiences are no longer confined to large studios
with significant resources; independent creators and
small studios are increasingly contributing to the VR
ecosystem (Slater and Sanchez-Vives, 2016). How-
ever, the tools required to produce high-quality stereo
video content often come with prohibitive costs. Pro-
fessional equipment like the Canon RF 5.2mm f/2.8
L Dual Fisheye Lens, priced at approximately $
1.700, and the Canon RF-S 7.8mm f/4 STM Dual
Lens at around $ 500, represent significant invest-
ments (Canon, 2023b; Canon, 2023c). Addition-
ally, the Canon EOS R7 Mirrorless Camera body
alone costs about $ 1.300 without any lenses (Canon,
2023a). Such expenses create barriers for content cre-
ators who wish to produce professional-grade VR ex-
periences but lack substantial financial resources. The
aforementioned high end equipement is illustrated in
Figure 1.
As an alternative, affordable solutions have
emerged that leverage existing hardware to capture
stereo video content effectively. Meta Quest 3
1
, a
standalone VR headset priced at around $ 500, not
only provides a platform for VR consumption but also
possesses built-in cameras capable of capturing stereo
1
https://www.meta.com/fr/en/quest/quest-3
Yoshida, L., Domingues, G., Peres, F., Mauricio, C. R. and Teixeira, J. M.
Leveraging Affordable Solutions for Stereo Video Capture in Virtual Reality Applications.
DOI: 10.5220/0013350500003912
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 20th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2025) - Volume 2: VISAPP, pages
965-971
ISBN: 978-989-758-728-3; ISSN: 2184-4321
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
965
Figure 1: High end equipment for stereo video capture.
video. By utilizing the headset’s own hardware, cre-
ators can bypass the need for expensive cameras and
lenses, reducing the overall cost of production.
This paper explores the viability of using the Meta
Quest 3 as a low-cost solution for stereo video capture
in VR applications. We compare the costs and tech-
nical capabilities of high-end equipment with more
affordable alternatives, examining whether the supe-
rior specifications of professional devices are fully
utilized given the current display resolutions of pop-
ular VR headsets. Our analysis includes a compari-
son of display and camera resolutions among the most
widely used VR headsets to assess if the higher reso-
lution offered by professional cameras translates into
perceptible improvements in user experience.
The objectives of this study are twofold:
1. To demonstrate that affordable methods, such as
using the Meta Quest 3, are capable of captur-
ing stereo video suitable for immersive VR expe-
riences.
2. To evaluate whether the investment in high-end
capture devices is justified, considering the dis-
play resolution limitations of current VR head-
mounted displays (HMDs).
By addressing these objectives, we aim to provide
insights that can inform content creators about cost-
effective strategies for VR production and stimulate
discussions on the necessity of expensive equipment
in the context of current VR technology limitations.
2 STEREO CAPTURE
APPROACHES
Stereo content capture for VR applications has been a
significant area of research and development, leading
to various methods and devices ranging from profes-
sional high-end equipment to low-cost custom solu-
tions.
Peleg and Ben-Ezra (Peleg and Ben-Ezra, 1999)
pioneered the creation of stereo panoramas using a
single rotating camera. Their method captures im-
ages at incremental angles and stitches them to form
panoramic stereo pairs. This approach demonstrated
that stereo content could be generated without spe-
cialized stereo cameras, providing a cost-effective so-
lution for immersive content creation.
Anderson et al. (Anderson et al., 2016) introduced
Google’s Jump system, a professional-grade stereo-
scopic camera rig composed of 16 synchronized cam-
eras arranged in a circular array. The system enables
high-resolution, 360-degree stereo video capture and
employs advanced computational photography algo-
rithms to seamlessly stitch the footage. This work
significantly contributed to professional VR content
production by providing high-quality immersive ex-
periences.
Facebook Engineering (Facebook Engineering,
2016) unveiled the Surround 360 system, an open-
source, high-quality 3D-360 video capture solution.
Consisting of a 17-camera setup, the system is
designed to efficiently capture and render 3D-360
videos. By releasing the hardware designs and stitch-
ing code to the public, Facebook encouraged innova-
tion and accessibility in the VR content creation com-
munity.
Tremblay et al. (Tremblay et al., 2019) proposed
a low-cost 360 stereo photography and video capture
system that leverages consumer-grade cameras and
3D-printed mounts. Their approach aims to make im-
mersive VR content creation more accessible by re-
ducing hardware costs while maintaining reasonable
quality. The system demonstrates that effective stereo
content can be produced with minimal investment,
promoting wider adoption of VR technologies.
In addition to these research initiatives, commer-
cial devices have emerged to meet the growing de-
mand for VR content. The Insta360 Pro 2
2
is a
professional 360-degree camera capable of capturing
high-resolution (up to 8K) stereoscopic video. It fea-
tures advanced functionalities such as real-time image
stabilization, HDR support, and long-range wireless
control, making it suitable for professional filmmak-
ers and VR content creators. Priced at approximately
$4,500 USD, it offers high-end performance for com-
mercial applications.
Conversely, the Stereolabs ZED 2
3
is a more af-
fordable stereo camera priced around $530 USD.
While it does not capture 360-degree content, it pro-
vides real-time depth sensing and spatial mapping,
which are essential for VR and augmented reality
(AR) applications that require environmental under-
standing. Its lower cost and ease of integration make
it accessible to developers and researchers focusing
on depth-based VR experiences. Table 1 summarizes
2
https://www.insta360.com/product/insta360-pro2
3
https://www.stereolabs.com/en-br/products/zed-2
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966
all the approaches mentioned in this section.
3 DISPLAYS AND CAMERA
RESOLUTIONS
To evaluate the necessity of high-resolution capture
devices, we compare the display and camera resolu-
tions of the most widely used VR HMDs. The se-
lected HMDs for this comparison are: Meta Quest 3,
Valve Index, HTC Vive Pro 2, PlayStation VR2 and
Pimax Vision 8K X
These devices represent a range of consumer and
prosumer VR headsets available as of 2023 and are
illustrated in Figure 2.
Figure 2: Selected VR headsets.
Table 2 summarizes the key specifications of the
selected VR HMDs, including display resolution per
eye, refresh rate, field of view (FOV), and any built-in
camera capabilities.
The display resolutions of current VR HMDs,
while significantly improved over earlier generations,
still lag behind the high-resolution capabilities of pro-
fessional cameras like the Canon EOS R7, which fea-
tures a 32.5-megapixel sensor capable of capturing
images at 6960 × 4640 pixels (Canon, 2023a). In
contrast, the highest-resolution VR headset in our se-
lection, the Pimax Vision 8K X, provides a resolution
of 3840 × 2160 pixels per eye (Pimax, 2023).
Moreover, Meta Quest 3, which is both a MR
headset and our proposed low-cost stereo video cap-
ture device, offers a resolution of 2064 × 2208 pixels
per eye (Meta, 2023). While this is lower than the
resolutions offered by professional cameras, it aligns
with the display capabilities of current VR HMDs,
ensuring that the captured content matches the maxi-
mum displayable resolution.
The discrepancy between the high-resolution cap-
ture capabilities of professional cameras and the
lower display resolutions of VR HMDs raises ques-
tions about the practical benefits of using such cam-
eras for VR content. Since VR headsets cannot dis-
play the full resolution provided by high-end cameras,
the additional detail captured is effectively lost during
the content consumption phase.
This mismatch suggests that investing in ex-
pensive, high-resolution capture equipment may not
yield perceptible improvements in the user experience
when viewed on current-generation VR HMDs. As a
result, more affordable capture solutions like the Meta
Quest 3’s built-in cameras may offer sufficient qual-
ity for immersive VR experiences without the need
for professional-grade equipment.
Table 3 highlights the comparison between cam-
era resolutions and VR HMD display capabilities.
As shown in Table 3, the capture resolutions of
professional cameras far exceed the display capabili-
ties of current VR headsets. This reinforces the notion
that the benefits of high-resolution capture devices are
not fully realized with today’s VR display technology.
Also, low resolution capture devices may benefit from
artificial intelligence methods that can enhance image
quality and resolution, such as Real-ESRGAN (Wang
et al., 2021).
The analysis suggests that the current limitations
of VR HMD display resolutions do not necessitate
the use of high-end, high-resolution capture devices
for creating immersive VR content. Affordable alter-
natives, such as the Meta Quest 3, provide adequate
resolution that aligns with what users can experience
through existing VR hardware.
This finding supports the argument that more cost-
effective solutions for stereo video capture are not
only sufficient but also practical for contemporary VR
applications. As VR technology evolves and display
resolutions increase, the need for higher-resolution
capture devices may become more pressing. How-
ever, at present, affordable options offer a favorable
balance between cost and performance.
4 STEREO CAPTURE WITH
META QUEST 3
In this section, we provide a guide on how to config-
ure the Meta Quest 3 for stereo video recording. We
also present examples of short videos captured in both
indoor and outdoor settings.
4.1 Setup Instructions
Meta Quest 3 is equipped with MR capabilities, in-
cluding high-resolution cameras that can be utilized
for stereo video capture. To capture stereo video us-
ing Meta Quest 3, one must follow these steps:
1. Update Firmware and Software: Ensure that
Leveraging Affordable Solutions for Stereo Video Capture in Virtual Reality Applications
967
Table 1: Comparison of Stereo Content Capture Methods and Devices.
Work/Device Hardware Type Approach Advantages Limitations
(Peleg and Ben-Ezra, 1999) Single rotating camera Stereo panorama creation Cost-effective, simple setup Time-consuming capture process
(Anderson et al., 2016) Professional rig 16-camera circular array High-resolution, seamless stitching High cost and complexity
(Tremblay et al., 2019) Consumer cameras Low-cost 360° stereo capture Affordable, accessible Lower image quality
(Facebook Engineering, 2016) Professional rig 17-camera system Open-source, high-quality output Complex setup
Insta360 Pro 2 Commercial device 360° stereoscopic camera High-resolution, professional features High price
Stereolabs ZED 2 Commercial device Stereo camera with depth sensing Affordable, depth mapping Not 360°, lower resolution
Table 2: Specifications and Prices of Selected VR Head-Mounted Displays.
HMD Resolution Refresh Rate FOV Cameras Price (USD)
Meta Quest 3 2064 × 2208 (per eye) Up to 120 Hz 110
4 MP RGB $500
Valve Index 1440 × 1600 (per eye) 80–144 Hz 130
Dual RGB $1.000
HTC Vive Pro 2 2448 × 2448 (per eye) 90 or 120 Hz 120
Dual RGB $800 (headset only)
PlayStation VR2 2000 × 2040 (per eye) 90 or 120 Hz 110
4 Cameras $550
Pimax Vision 8K X 3840 × 2160 (per eye) 75, 90 Hz 200
None $1.300
the Meta Quest 3 headset is updated to the latest
firmware version. Check for updates in the device
settings.
2. Enable Developer Mode: To access advanced
features, you need to enable Developer Mode:
Install the Meta Quest app (Meta Horizon) on
your smartphone and pair it with the headset.
In the app, navigate to Menu Devices De-
veloper Mode and toggle it on.
3. Configure Capture Settings: Set the desired res-
olution and frame rate for your recording. Meta
Quest 3 supports up to 4K resolution at 30 fps for
MR capture.
4. Install SideQuest: Download and install Side-
Quest on your computer from the official website.
Connect Meta Quest 3 to the PC via a USB-C ca-
ble and allow USB debugging on the headset.
5. Execute Custom Commands: In SideQuest, ac-
cess the ”Custom Commands” section and enter
the required commands to enable 3D recording.
6. Record Videos: Use the standard recording func-
tion on the headset to capture 3D content. This
recording will capture the stereo view needed for
videos with depth.
7. Transfer and View: Transfer the recorded videos
to your computer or through the Meta Horizon
app. Use a video player compatible with 3D con-
tent to view the videos in stereo.
8. Edit and Share: Edit the videos, if necessary, to
enhance the viewing experience, and share them
on platforms that support 3D content, allowing
others to experience the depth effect of the videos
captured on the Meta Quest 3.
To achieve the best possible video quality, con-
sider the following tips:
1. Lighting Conditions: Good lighting is crucial for
high-quality video capture. Ensure that the envi-
ronment is well-lit to minimize noise and enhance
image clarity (Jackman, 2020).
(a) Indoor Settings: Use artificial lighting to illu-
minate the area evenly. Avoid harsh shadows
by using diffused light sources.
(b) Outdoor Settings: Capture videos during day-
light hours. Overcast days provide soft, even
lighting, while direct sunlight can create high
contrast and shadows.
2. Stabilization and Movement: Smooth camera
movement enhances the viewing experience in
VR. Meta Quest 3’s built-in stabilization helps re-
duce shakiness.
(a) Handheld Capture: Hold the headset steadily
or use a mount to minimize motion blur.
(b) Dynamic Scenes: When capturing moving sub-
jects, maintain a consistent speed and avoid
abrupt movements.
4.2 Examples of Captured Videos
To evaluate the stereo video capture capabilities of
Meta Quest 3, we recorded one indoor and one out-
door scene:
1. Indoor Example: An indoor scene was recorded
in a living room setting, featuring static objects
and moderate ambient lighting, as illustrated in
Figure 3.
(a) Setup: The room was illuminated with over-
head LED lights providing even lighting.
(b) Result: The captured video displayed good
depth perception and color accuracy. Details
of objects were clear, and minimal noise was
observed.
VISAPP 2025 - 20th International Conference on Computer Vision Theory and Applications
968
Table 3: Comparison of Camera Resolutions and VR HMD Display Resolutions.
Device Capture Resolution Display Resolution (per eye)
Canon EOS R7 6960 × 4640 N/A
Meta Quest 3 Cameras Approx. 1280 × 720 2064 × 2208
HTC Vive Pro 2 N/A 2448 × 2448
Valve Index Cameras 960 × 960 1440 × 1600
Pimax Vision 8K X N/A 3840 × 2160
2. Outdoor Example: An outdoor scene was cap-
tured in a park during the afternoon, as illustrated
in Figure 4.
(a) Setup: Natural daylight provided ample light-
ing. The scene included moving subjects such
as people walking and trees swaying.
(b) Result: The video showcased vibrant colors
and effective depth cues. Motion was smooth,
and the stereo effect enhanced the realism of the
scene.
Figure 3: Indoor stereo scene captured with Meta Quest 3.
(Available at link).
Figure 4: Outdoor stereo scene captured with Meta Quest
3. (Available at link).
5 DISCUSSION
In this section, we analyze the results of our explo-
ration of using Meta Quest 3 for stereo video capture
in VR applications. We assess the quality and depth
perception achieved (subsection 5.1), compare the
performance of the Meta Quest 3 with professional
equipment (subsection 5.2), evaluate the cost-benefit
implications (subsection 5.3), discuss the impact on
content creation (subsection 5.4), and acknowledge
the limitations and potential areas for future improve-
ment (subsection 5.5).
5.1 Quality and Depth Perception
Analysis
The stereo videos captured using the Meta Quest
3 demonstrated satisfactory quality for VR applica-
tions. The depth perception was effective, providing
an immersive experience when viewed through the
headset.
Resolution: While the capture resolution is lower
than that of professional cameras, it aligns with
the headset’s display capabilities, resulting in a
coherent viewing experience.
Depth Accuracy: The stereo separation provided
accurate depth cues, essential for immersion in
VR environments (Cutting and Vishton, 1995).
Limitations: Some limitations were noted in low-
light conditions, where increased noise affected
image clarity. Additionally, rapid movements
could introduce motion blur.
5.2 Performance Evaluation
The stereo videos captured using Meta Quest 3
demonstrate that affordable VR headsets can serve as
viable tools for content creation. While professional
equipment like the Canon EOS R7 paired with dual
fisheye lenses offers higher capture resolutions and
greater control over imaging parameters, Meta Quest
3 provides sufficient quality for the resolutions sup-
ported by current VR HMDs.
Professional cameras offer higher resolution
footage, resulting in sharper images with finer details.
However, the difference is less perceptible when the
content is viewed on VR headsets with lower display
resolutions (Wang et al., 2022).
5.3 Cost-Benefit Analysis
The financial implications of using the Meta Quest
3 for stereo video capture are significant. The com-
Leveraging Affordable Solutions for Stereo Video Capture in Virtual Reality Applications
969
bined cost of professional equipment (camera body
and lenses) can exceed $3,000, whereas the Meta
Quest 3 costs approximately $500 and serves both as
a capture device and a VR headset.
Initial Investment: The lower upfront cost makes
the Meta Quest 3 an attractive option for indepen-
dent creators and small studios with limited bud-
gets.
Operational Efficiency: Using a single de-
vice for both content creation and consumption
streamlines the workflow and reduces the need for
additional equipment.
Return on Investment (ROI): The reduced cost
lowers the financial risk associated with VR con-
tent production, potentially leading to a higher
ROI for creators.
While professional equipment offers superior
technical capabilities, the marginal benefits may not
justify the substantial additional cost, especially when
considering the display limitations of current VR
HMDs.
5.4 Impact on Content Creation
The accessibility of affordable capture methods like
Meta Quest 3 has the potential to democratize VR
content creation.
Lowering Barriers to Entry: Reduced costs en-
able a broader range of individuals and organiza-
tions to produce VR content, fostering diversity
and innovation in the VR ecosystem (Ververidis
et al., 2022).
Educational Applications: Educational institu-
tions and students can leverage affordable devices
for learning and experimentation without signifi-
cant financial constraints (Freina and Ott, 2015).
Community Development: An increase in con-
tent creators can lead to a more vibrant commu-
nity, encouraging collaboration and the sharing of
best practices.
By making VR content creation more accessible,
affordable capture methods contribute to the growth
and sustainability of the VR industry.
5.5 Implications for High-End
Equipment
Our findings suggest that while high-end capture de-
vices offer superior technical specifications, their ad-
vantages are not fully realized given the current dis-
play limitations of VR HMDs. As VR headset resolu-
tions increase, the benefits of professional equipment
may become more pronounced (Renganayagalu et al.,
2021).
Content creators should consider their target au-
dience and the platforms on which their content will
be consumed when deciding on the appropriate level
of investment in capture equipment. For many ap-
plications, especially those aimed at widespread ac-
cessibility, affordable solutions like the Meta Quest 3
provide a practical balance between quality and cost.
6 CONCLUSION
In this paper, we have explored the viability of us-
ing affordable devices, specifically Meta Quest 3,
for capturing stereo video suitable for virtual real-
ity applications. Our investigation addressed two pri-
mary objectives: demonstrating the capabilities of the
Meta Quest 3 in stereo video capture and evaluat-
ing whether investing in high-end capture devices is
justified given the current display limitations of VR
HMDs.
Our findings indicate that Meta Quest 3 serves as
a practical and cost-effective solution for stereo video
capture. The device’s built-in cameras can produce
immersive stereo content that aligns with the display
resolutions of current VR HMDs. Through compar-
ative analysis, we observed that while professional
equipment like the Canon EOS R7 with specialized
lenses offers superior technical specifications, the ad-
vantages are not fully realized when the content is
consumed on VR headsets with lower display reso-
lutions.
The analysis of VR HMDs revealed that even the
most advanced consumer headsets have display res-
olutions that do not match the high capture resolu-
tions of professional cameras. For instance, the Pi-
max Vision 8K X, one of the highest-resolution head-
sets available, offers 3840×2160 pixels per eye (Pi-
max, 2023), which is still lower than the resolutions
captured by professional-grade cameras. This mis-
match suggests that the additional detail captured by
expensive equipment does not significantly enhance
the user experience in the current VR landscape.
Moreover, the cost-benefit analysis underscores
the practicality of using affordable devices like the
Meta Quest 3. The substantial cost savings make VR
content creation more accessible to independent cre-
ators, educational institutions, and small studios. This
democratization of VR content production can lead to
a more diverse and vibrant VR ecosystem.
However, for high-end capture devices to make
sense and fully utilize their capabilities, advance-
ments in VR HMD technology are necessary. Specif-
VISAPP 2025 - 20th International Conference on Computer Vision Theory and Applications
970
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.
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