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> In my model I was also concerned about the significance of values in the
> diagonal of the image from a 4/3 ratio perspective camera with an angle
of
> 178deg.
I don't understand what you mean here.
> (I've only just discovered the use of these newsgroups and had been
> e-mailing your colleague Chris Huff concerning my simulation of
diffraction
> gratings in scattering 'media' and the built-in models for coloured light
> and chromatic variation of refractive index... do you have those
'formulae'
> ?)
Again, I'm not sure what you are looking for here. You would be better to
post your questions in a different group as this one isn't really
appropriate for these types of questions, it is for posting of text
scene-files as the name implies. I'm not sure what kind of traffic it gets
from the community. Better to try povray.advanced-users or povray.general.
> I would like to simulate distortion in real camera lenses such as zooming
> lenses with multiple elements. I've developed a fairly convenient method
> of taking the lens prescription from my preferred lens design program (
> OSLO Pro) and placing it in front of the POV camera to model stray-light
> etc but it's very time-consuming. Not a lot I can do about that... but
> it's quite straightforward to derive polynomials to define the lens
> distortion ( ratio of the tangents of the true/apparent angles) as a
> function of zoom setting and field angle. I imagined putting a
> rotationally symmetric aspherical plate in front of the POV camera which
> would deviate the sightline ray direction to simulate the distortion. Or
is
> it possible to do this with the texture in the camera statement?
>
> Yours,
>
> Don Barron
>
>
You're getting a bit beyond me here.
I can tell you that you can use a 'normal' pattern in the camera statement
to cause distortions, but I have never really tried it myself so I don't
know how to work it.
For inromation about lens simulations, have a look at this link:
http://citeseer.nj.nec.com/127209.html
-tgq
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