Re: Fish eye correction with multi-channel

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Dennis Pierce (dpierce++at++dolphin.digital.net)
Wed, 6 Nov 1996 11:39:56 -0500


On Nov 6, 7:30, Steve Baker wrote:
> Subject: Re: Fish eye correction with multi-channel
> ...
> Your trick of splitting the field of view into multiple channels only
> has the effect of concentrating the distortion due to incorrect eye
> position at the boundaries of the channels. The distortion is still
> there - you just moved it around a bit! If you were to increase the
number
> channels, you would get more channel boundaries with less
discontinuity
> at each boundary. In the limit, if every pixel had it's own channel,
you'd
> get rid of the discontinuities - but you'd have a different fish-eye
effect
> which would require a curved display to eliminate.
>

And if you took your rendered rectangle and applied it to a
textured NURBS (or polygonal approximation of such), you could
probably approach the limit before infinite subdivisions, but
this would require at least two passes. And, as Steve said,
a curved display. (But at least I got the multipass plug in :^)

bye.

-- 
--
Dennis Pierce				dpierce++at++digital.net
POB 321206 CCB FL 32932			http://ddi.digital.net/~dpierce
011.407.784.8371
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