3 ms·
I was trying to crack exactly the same problem a decade ago - I was very frustrated by "classical" perspective distortions (such as looking up and down at a ver
by bitL 12y ago
I was trying to crack exactly the same problem a decade ago - I was very frustrated by "classical" perspective distortions (such as looking up and down at a very tall pole, you notice in 3D projection the projected width at a given height changes depending on the pitch angle, which is counter-intuitive as your eye doesn't do that).
I searched for answers, read Denis Zorin's disertation from Caltech, various different camera models etc.
After one talk with a neurosurgeon he mentioned that those "perspective distortions" are perceived often by patients after a brain surgery and as the brain heals the normal undistorted picture begins to emerge.
I am still curious if there is a more realistic mathematic formula that would allow us to have exactly the same perspective projection in 3D graphics as we have with our eyes. Anyone knows any recent research on this subject?
- TheZenPsycho 12y agothis is the perspective projection that we have with our eyes: spherical projection. detail here: http://www.treeshark.com/treeblog/?p=301 http://www.treeshark.com/treeblog/?p=301 At any given moment we're only looking at a very small slice of that larger spherical panorama. Our brains are constantly constructing a coherent 3d model, with the help of various schematic constraints, such as expectations about straight lines being straight. We perceive straight lines. but that's not what we see. But the curvature is usually so slight that it is very difficult to see.
- anon4 12y agoYou need a curved display. A 240 degree sphere segment stretching all around you will allow you to display a fully realistic-looking perspective, as long as the viewer's head is exactly in the centre. Or a head-mounted display like the Oculus could accomplish the same thing.