Converting a fisheye image into a panoramic, spherical or perspective projection Written by Paul Bourke November 2004 The source code implementing the projections below is only availableon request for a small fee. It includes a demo application and a…
Fisheye projections from spherical maps Written by Paul Bourke May 2003, software updated January 2016 See also: Mapping a equirectangular projection to perspective The source code implementing the projections below is only available on request for a…
Computer GeneratedAngular Fisheye Projections Written by Paul Bourke May 2001 There are two main idealised fisheye projections common in computer graphics rendering, they are the hemispherical and angular fisheye. They are two from an infinite number…
简单实现 鱼眼模式(Fisheye)和普通的透视投影(Perspective projection),一个很大的区别就是鱼眼的投影算法是非线性的(non-linear),实际照相机的情况是在镜头外面包围一个半球体,将场景通过半球体投影到画布上.大致如下: M x \ \ ______ M'_x' `-. ,' |\ `. / | \ \ / | \ \ | | \ | __________|_____|____\_________|_________ M" O 1 M: world positi…
简单实现 鱼眼模式(Fisheye)和普通的透视投影(Perspective projection),一个很大的区别就是鱼眼的投影算法是非线性的(non-linear),实际照相机的情况是在镜头外面包围一个半球体,将场景通过半球体投影到画布上.大致如下: M x \ \ ______ M'_x' `-. ,' |\ `. / | \ \ / | \ \ | | \ | __________|_____|____\_________|_________ M" O 1 M: world positi…
Quote: Original post by RobMaddisonI understand that, for aliasing mitigation, it might be beneficial to use linear depth maps as opposed to non-linear depth maps when rendering to a shadowmap floating point texture, but how is that normally achieved…
Research Code A rational methodology for lossy compression - REWIC is a software-based implementation of a a rational system for progressive transmission which, in absence of a priori knowledge about regions of interest, choose at any truncation time…
特别感谢:1.[张天旭]的D3API汉化说明.已被引用到官方站点: 2.[馒头华华]提供的ourd3js.com上提供的学习系列教程,让我们这些新人起码有了一个方向. 不得不说,学习国外的新技术真的是一个非常艰苦的过程. 在学习D3绘制地图的过程中.有朋友建议看一下当中投影的说明比較好.于是,凭借我这半吊子不到的英文水平,大致给翻译了下来,仅供參考: 原文链接:https://github.com/mbostock/d3/wiki/Geo-Projections#albers D3中一共提供了1…
http://www.doppioslash.com/ https://github.com/Apress/physically-based-shader-dev-for-unity-2017 Part I: Introduction to Shaders In Unity Chapter 1: How Shader Development Works (已看) Chapter 2: Your First Unity Shader (已看) Chapter 3: The Graphics Pip…
简介 之前在一篇实时深度图优化的论文中看到球谐光照(Spherical Harmonics Lighting)的应用,在查阅了许许多多资料之后还是无法完全理解,我个人觉得如果之前对实时渲染技术不是很了解的话,球谐光照还是有一定难度的.大多数的资料都是从原理上描述球谐函数及其光照过程,而没有对具体的应用做解释,我直到真正动手实现了一遍球谐光照之后,才完全理解球谐光照具体的过程以及作用. 球谐光照实际上是一种对光照的简化,对于空间上的一点,受到的光照在各个方向上是不同的,也即各向异性,所以空间上一点…