3 ms·
It seems to me that if you want some fancy curvilinear perspective, the simplest way is to render the scene normally (or make six renderings in a cubemap if nee
by cousin_it 5y ago
It seems to me that if you want some fancy curvilinear perspective, the simplest way is to render the scene normally (or make six renderings in a cubemap if needed), then texture-map it onto a suitable shape. That should work for any rearrangement of light rays, as long as they are straight and come to a point camera. Might get more fun if you want curved light or a camera extended in space :-)
- kragen 5y agoWell, that won't give you the "strict three-point" property, where all 3-D lines asymptote to just one of those three points. More broadly, there are a wide range of mappings from 3-D to 2-D that use information that is lost in the standard divide-by-Z technique; some of them are used in automated optical inspection systems, for example.