3D Video, Virtual Reality, Augmented Reality, and Stereoscopy
Terminology Confusion in the World of Video
Anyone working in video production with a focus on innovation is often faced with requests that—at first glance—seem misleading. More precisely, these are requests that reveal a certain confusion around the terminology used. This confusion is often fueled by an oversaturated market and a democratization process increasingly driven by major tech companies.
In this article, we’ll clarify the differences between 3D animation, virtual reality, 360-degree video, and stereoscopic video.
Index

Real vs. Virtual
The first and most fundamental distinction is between real and virtual—just as we distinguish between authentic and synthetic imagery.
Real images are those captured by a physical camera. They are “real” because they exist in the physical world, even if they are later post-produced or heavily treated with color grading, which is now widely used for both creative and technical reasons.
Synthetic images, on the other hand, are generated by a computer from a 3D model. This 3D model becomes visually real through a series of calculations known as rendering, in which the computer assigns materials, simulates lighting, and generates shadows to make the image look realistic.
That’s why it’s correct to refer to these as 3D videos—what was first introduced to the market as 3D or three-dimensional animation remains widely known by that name.
Stereoscopic Video
One of the earliest sources of confusion came with the second wave of stereoscopic video, both in cinemas and home theaters.
Stereoscopic video involves filming with two parallel cameras. When viewed through special glasses, it creates an illusion of depth and the sensation that objects are emerging from the screen.
These stereoscopic videos can also be either real or virtual, depending on whether they are captured with actual cameras or generated in 3D software. Sometimes they combine both, merging real footage with digital elements, or vice versa.
360-Degree Video and Immersive Footage
360-degree videos, also known as immersive videos, are spherical videos whose roots lie in panoramic photography and early technologies like QuickTime VR, a format developed in 1994 and discontinued by Apple in 2004.
Initially, 360 video production required complex setups involving at least 4 to 6 cameras, one for each face of a virtual cube, with footage then stitched together through a process called stitching. Today, more efficient standalone cameras with multiple built-in lenses allow seamless 360-degree capture.
These videos can be viewed on a computer, using a mouse to navigate the scene, or on mobile devices like tablets and smartphones, where the experience becomes highly immersive thanks to gyroscopic sensors—just turn the screen to look around. Alternatively, dedicated headsets like Oculus or Samsung Gear offer a fully immersive experience.
360-degree videos can be real, virtual, or a combination of both. They can also be stereoscopic, meaning they offer a sense of depth, though these require VR headsets to be viewed properly.
This format is currently experiencing strong growth—not only in gaming and entertainment but also in industrial training, tourism, and hospitality marketing.

Virtual Reality (VR)
Virtual reality encompasses 360-degree systems but adds a crucial element: interactivity with the environment.
This technology first emerged in the early 1990s, with synthetic virtual worlds created as early as 1989. Today, with the ability to film both real and virtual 360° scenes and make them programmable, we can merge the two techniques for rich hybrid experiences.
VR has also made its way onto the web through technologies like VRML and platforms like Second Life or the Metaverse. Will it succeed? Only time will tell.
Augmented Reality (AR)
To conclude this quick overview, let’s look at augmented reality. Unlike VR, AR is not an environment to explore, but rather a blend of real-time video and digital content (2D or 3D), displayed through a device that mixes the two in real time.
Live-captured real-world elements are overlaid with virtual objects or information that appear to move in sync with the user’s perspective. This tracking is powered by the accelerometers and sensors of mobile devices, which help define the correct position and movement of the virtual content.
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