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Hey, thanks alot. I had noticed that the ultra_wide_angle camera did look
like it would do the projection correctly for a spherical image but it
wouldn't go over what I thought was 180 degrees. As far as chopping off
the top and bottom of the image, the tests I had done didn't require that,
but I used the 1:2 aspect ratio recommended for spherical images. I don't
know if that is a factor. If I get this working I'll try to put a note
about it on my web site eventually (it's under a big reconstruction. Ugh)
and also some notes on how to view them. Could make for fun image
exchange.
Happy Raytracing!
-Mike
Ronald L. Parker wrote:
> On Sun, 31 May 1998 05:55:18 -0500, Mike Hough <POV### [at] aol com>
> wrote:
> >1)A true spherical camera, such that if rendered and then mapped onto a
> >sphere in POV would look just like the original scene. Such images
> >could be used in VRML, Livepicture, or QTVR. I think the trick here is
> >that a ray for the screen space should be matched to a sphere. I
> >couldn't figure it out, but I know it can be done. I actually found
> >where I think this would be added in create_ray in render.c.
>
> The ultra_wide_angle camera type is almost what you're looking for.
> If you set the angle to 360 * pi (not 360, due to a bug in render.c)
> then chop off the top and bottom quarter of the image, you get an
> image that would wrap correctly. If you duplicate the
> ultra_wide_angle code into, say, the placeholder left for
> test_camera_1, then divide y0 by 2 just before setting cy and sy, and
> fix it so instead of dividing by 180 it multiplies by M_PI_180, you'll
> get what you're looking for.
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