View Full Version : Fisheye Projection Matrix

10-07-2005, 07:12 AM
I was just thinking about how to do a fisheye projection or at least simulate one. I understand that a fisheye projection is "nonlinear" so it's not easy to do with the projection matrix. I was just curious about your thoughts on a projection matrix that simulated a fisheye (gluPerspective with ~180 degree fov) or would the best method be to write a vertex shader? Just curious about your thoughts :-)


10-07-2005, 07:50 AM
look at fisheye quake (http://wouter.fov120.com/gfxengine/fisheyequake/)

10-07-2005, 11:07 AM
If you have control over the tesselation of your models, go with the vertex shader approach. Otherwise, you can render to a cube map (three faces that share a corner come to mind), and then render a hemisphere centered at the eye, textured with the cube map. Since its nonlinear, you're going to have to pick what kind of distortion you want to deal with.