Xref: utzoo comp.sources.wanted:17278 comp.graphics:18876 Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!think.com!rpi!zaphod.mps.ohio-state.edu!cis.ohio-state.edu!ucbvax!ENUXHA.EAS.ASU.EDU!nwatson From: nwatson@ENUXHA.EAS.ASU.EDU (Nathan F. Watson) Newsgroups: comp.sources.wanted,comp.graphics Subject: Re: Ray tracing Message-ID: <9106271635.AA21398@enuxha.eas.asu.edu> Date: 27 Jun 91 16:35:18 GMT References: <383@bibsyst.UUCP> <1991Jun27.155718.625@otago.ac.nz> Sender: daemon@ucbvax.BERKELEY.EDU Reply-To: nwatson@enuxha.eas.asu.edu (Nathan F. Watson) Organization: Arizona State University Lines: 30 In article <1991Jun27.155718.625@otago.ac.nz> grahaf@otago.ac.nz writes: >In article <383@bibsyst.UUCP>, ingar@bibsyst.UUCP (ingar) writes: >> I'm not sure i made myself clear the last time so I try again. >> >> In my ray tracing program I am not able to ray trace cubes, or anything >> that contains a strait line. ^^^^^^ >Someone else had this problem and the answer posted was "You have a fish eye >lens problem. [ ... some diagrams suggesting that the original poster move the eye away from the viewing plane ... ] The proposed solution involves diminishing the field-of-view angle by moving the eye away from the viewing plane. I do not believe this will work as any projection of a straight line (or boundary between polygonal patches) will be mapped to a straight line on the viewing plane (and screen) no matter how close to the viewing plane the eye happens to be. Since the original poster states that straight lines are curved, the field-of-view angle is not the problem. The problem may be in computing the vector from the eye through a given pixel on the screen. An error in this computation would almost certainly map straight lines to curved lines. --------------------------------------------------------------------- Nathan F. Watson Arizona State University nwatson@enuxha.eas.asu.edu Computer Science Department "Remember: No matter where you go, there you are." - Mr. B. Banzai