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/)
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.
Powered by vBulletin® Version 4.2.2 Copyright © 2015 vBulletin Solutions, Inc. All rights reserved.