True fisheye / 180º fov Opengl Camera?
Hi all! I'm trying to figure out whether it is at all possible to create a real fisheye lens for openGL in Jitter. So not the stretched polygons you get when bringing the lens_angle up, nor a shader that is basically a 'bulge' or 'pinch' effect, but true 180º field of view..? Any pointers?
Heres an old patch I'd found on the forums that someone else made :) ( www.dietervandoren.net )
Maybe it'll get you started
Thanks for the reply.
So if I understand correctly what you're saying is that the approach will involve multiple views stitched together into 1 final output.
well yeah, by putting 3 cameras on the same line .. lets say
Camera 1 position -1. 0. 0.
Cam 2 0. 0. 0.
cam 3 1. 0. 0.
each of those sends its output to a jit.gl.videoplane and you get a basic panorama.
if all the cameras are at position 0. 0. 0. but with different rotatexyz settings
cam 1 rotatexyz -45. 0. 0.
cam 2 0. 0. 0.
cam 3 45. 0. 0.
that should give you a pretty close 180 degree field of view
You don't have to stitch the videoscreens as thats already done in the patch I uploaded.
Hey Brecht
Did you have any success with creating the fisheye lens? Im trying to do the same for dome projection. With the technique from Andro i can't come close to a true fisheye lens. I think to get close to a true 180° fisheye, you would need render a cubemap with 6 cameras, and then map this cubemap to a sphere. Now you can have a camera in the center of this sphere which you can rotate to pan, tilt and roll and move the 6 cameras together to change the position.
I try to remember and post a patch here if i succeed.
Any solution, 5 years later ?