Re: minimum fov/chan for distortion correction

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Juan Saenz-Diez (jrsdm++at++hotmail.com)
Thu, 23 Sep 1999 23:00:49 GMT


Thanks for the hints. My case is that of a cylindrical screen, and I thought
there could be some savings by reducing the fov per channel. So I take it
there is no such straightforward solution and I will always need correction.
I will check your sample -- thanks!

Best regards,
Yuri.

>From: Angus Dorbie <dorbie++at++sgi.com>
>To: jrsdm++at++acm.org
>CC: info-performer++at++sgi.com
>Subject: Re: minimum fov/chan for distortion correction
>Date: Thu, 23 Sep 1999 09:39:20 -0700
>
>Juan Saenz-Diez wrote:
> >
> > Hi all,
> >
> > For those of you in the know: which is the minimum fov per channel that
> > mandates distortion correction on a multichannel curved screen
>projection?
> > Can anyone provide a pointer to a distortion correction info repository?
>
>There's no minimum as such.
>
>There are many variables and the position of the viewer and projector
>are critical. The closer these are the less distortion is required.
>
>On a dome you'll pretty much always need distortion correction because
>the errors only diminish enough for impractically small channels. The
>distortion correction may be possible in the projectors.
>
>If you need distortion correction in the I.G. I have written a Performer
>sample which works for any spherical dome, projector position and design
>eyepoint. Plug in the parameters and it computes the correction mesh
>then performs the correction in callbacks.
>
>CHeers,Angus.
>
>--
>"One of the best-known folk theorems of software engineering is that
>60% to 75% of conventional software projects are either never
>completed or rejected by their intended users. If that range is
>anywhere near true (and I've never met a manager of any experience
>who disputes it) then more projects than not are being aimed at goals
>which are either (a) not realistically attainable, or (b) just plain
>wrong."
> Eric S. Raymond - The Cathedral and The Bazaar
>
>For advanced 3D graphics Performer + OpenGL based examples and tutors:
>http://www.dorbie.com/

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