Re: Fish eye correction with multi-channel

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Nathaniel Bletter (nat++at++od.sri.com)
Wed, 6 Nov 1996 12:56:20 -0800


On Nov 6, 5:35am, Jean BENOIT wrote:
> Subject: Fish eye correction with multi-channel
> I have to use a visual with a FOV of (80 by 60).
> To reduce the fish eye effect,I try to divide my screen by four channels.
> Each of them has a FOV of (40 by 30), the fish eye effect is reduce,
> but I have not a good continuity between the four channels.

As Dennis Pierce said, you can use a multi-pass rendering scheme to get rid of
distortion. This has been used in the past and is documented on Paul Haeberli's
texture mapping tricks page in Graphica Obscura
(http://www.sgi.com/grafica/texmap/index.html). You basically rerender the
final square image onto a surface curved opposite from the distortion you are
trying to correct. The second rendering pass doesn't take too long since you
can turn the z-buffer off as there is only one surface.

--

Nat Bletter SRI International nat++at++od.sri.com http://os.sri.com/people/nat/ (415) 859-4358 ======================================================================= List Archives, FAQ, FTP: http://www.sgi.com/Technology/Performer/ Submissions: info-performer++at++sgi.com Admin. requests: info-performer-request++at++sgi.com


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