Path: utzoo!utgpu!watserv1!watmath!att!dptg!ulysses!andante!mit-eddie!bloom-beacon!eru!hagbard!sunic!liuida!isy!lysator.liu.se!zap From: zap@lysator.liu.se (Zap Andersson) Newsgroups: comp.graphics Subject: Re: Lunar Distortions Keywords: projection, perspective, distortion Message-ID: <417@lysator.liu.se> Date: 27 Nov 90 11:11:15 GMT References: <27332@cs.yale.edu> <1097@shakti.ncst.ernet.in> <9236@pasteur.Berkeley.EDU> Sender: news@isy.liu.se (Lord of the News) Organization: Lysator Computer Club, Linkoping University, Sweden Lines: 71 ph@miro.Berkeley.EDU (Paul Heckbert) writes: >musgrave-forest@CS.YALE.EDU (F. Ken Musgrave) writes: >> A very wide-angle view of a scene with a sphere in an extreme corner of >> the image yields a very distorted sphere in the image... >dilip@ncst.ernet.in (Dilip Khandekar) responds: >> I also encountered the same problem and would be interested in any method >>or projection-model which circumvents this problem. If the pin-hole camera >>model is not a good model for the human eye-brain system then is there any >>other model which is more accurate? >Pictures generated with a standard perspective camera model only look "normal" >if the viewing angle used during rendering matches the angle at which [ some extremely interesteing blah blah deleted to save bandwidth...] >curtain, human torso, ...) and there will be no artifacts of the >projection if the projection lens matches the shooting lens, the viewer >is right at the projector, and the surfaces are properly finished. This rings a bell in my mind, since I once by mistake in my raytracer did a purely 'angular' perspective model, i.e. the x axis of the display was really the angle of the ray in the ground plane, and the 'y' coordinate was the angle from that plane... the image looked.... different.... well, any- body implemented some kind of 'different' perspective model? Ideally, you would hook up the user's face to the screen via a telescopic pole, and pull it via pneumatic cylinders to the correct viewing distance, and the rendereing equation should of course not project onto a plane, but onto a slightly curved ditto (i.e. a computer monitor). Now we would hear no more whinig about perspective distorsion.... ;-) No, seriously, anybody tried twiddling with it? I did (by mistake) in my tracer but, well.... nah, not good... And the problem is, also, that these twiddlings are only easy to do in raytracets, since linear-things (polygon's and such) may get non-linear sides when you twiddle (har har for you Z-buffalos ;-) Let me know of you found something stunning! >--- >Related question: is there a formula relating camera lens >focal length and angle of view? (I would guess that such a relationship >would not be theoretical, but would be based on praticalities, >and would vary from manufacturer to manufacturer) Well it very well does, doesn't it? only that the "standard" equation IS based on the practicallity of the film being 35mm and nothing else. Doubt that a mm is different from manufacturer to manufacturer (although I know that inces are different from manufacturer to manufacturer ;-) (((Yeah I'm metric - I'm from Sweden, goddamnit ;-))) >Paul Heckbert, Computer Science Dept. >570 Evans Hall, UC Berkeley INTERNET: ph@miro.berkeley.edu >Berkeley, CA 94720 UUCP: ucbvax!miro.berkeley.edu!ph -- * * * * * * * * * * * * * * * * * * My signature is smaller than * * yours! - zap@lysator.liu.se * * * * * * * * * * * * * * * * * * -- * * * * * * * * * * * * * * * * * * My signature is smaller than * * yours! - zap@lysator.liu.se * * * * * * * * * * * * * * * * * *