Michael T. Jones (mtjones++at++ix.netcom.com)
Mon, 14 Jun 1999 06:45:33 -0700
There is always a derivable mathematic model for any combination of
linear algebra perspective projection, non-linear optical effects, optics
to screen spatial alignment, similar-triangles optical magnification,
characterized projection surface geometry, and observer position. It
is usually not a pretty sight, except for the simple case: projecion
perpendicular to flat screen and close to observer or with rear projection.
Which distortion are you thinking of? Error as viewer moves away from
the design eyepoint? Different packing of world-space information into
displayed pixels as you move from the center of projection toward the
edges? Errors of fog or lighting based on the common "Z-depth" rather
than correct "radial range" as a function of FOV? Loss of Z-buffer
resolution as a function of angle or distance from the center of a wide
FOV display? Light fall-off from a flat screen based on angle of view?
Tell us more so that we can help.
Michael
----------
Michael T. Jones - <mailto:mtj++at++intrinsic.com>mtj++at++intrinsic.com -
<http://www.intrinsic.com/>Intrinsic Graphics Inc. - (650) 210-9933x13
A frog in a well says "The sky is as big as the mouth of my well"
At 01:16 PM 6/14/99 +0300, Devrim Erdem wrote:
Hi,
I have to determine the number of channels to draw a 130 degrees hor.
FOV
view. Is there a math model to compute the distortion caused by
rendering
large FOV to a channel ?
There is always a derivable mathematic model for any combination of
linear algebra perspective projection, non-linear optical effects,
optics
to screen spatial alignment, similar-triangles optical magnification,
characterized projection surface geometry, and observer position.
It
is usually not a pretty sight, except for the simple case:
projecion
perpendicular to flat screen and close to observer or with rear
projection.
Which distortion are you thinking of? Error as viewer moves away
from
the design eyepoint? Different packing of world-space information
into
displayed pixels as you move from the center of projection toward
the
edges? Errors of fog or lighting based on the common "Z-depth"
rather
than correct "radial range" as a function of FOV? Loss of
Z-buffer
resolution as a function of angle or distance from the center of a wide
FOV display? Light fall-off from a flat screen based on angle of view?
Tell us more so that we can help.
Michael
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