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Le_Forgeron <lef### [at] freefr> wrote:
> Le 14/03/2011 08:56, JohnnyCatch a écrit :
> > Does anybody has figured out the location of the (curved) image plane of a 180°
> > fisheye projection camera? So for a upward looking fisheye at height z = 0 -
> > where is the image plane and what is the handling of scene objects which are in
> > between the camera location and the image plane?
>
> The image plane is like the cake of portal.
>
> So far, for most camera's types (orthographic is an exception, as well
> as cylinders and maybe the new mesh camera too), the origin of each ray
> is the camera's location.
>
> For 3.6 sources, have a look in render.cpp at create_ray function.
> (the default is to assign FCL (Frame.Camera->Location) to the
> Ray->Initial at the beginning of the function. Unless overridden by the
> camera's code, it remains as set. Fisheye does not override it.)
>
> Have a nice day.
> --
> Software is like dirt - it costs time and money to change it and move it
> around.
>
> Just because you can't see it, it doesn't weigh anything,
> and you can't drill a hole in it and stick a rivet into it doesn't mean
> it's free.
Thanks a lot but what you mean with "cake of portal"?
Ciao
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