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Perspective correction

category: general [glöplog]
rarefluid, not helpful if you want to generrate triangles for an affine mapper.
added on the 2010-02-22 23:00:19 by ryg ryg
I know. I'm still not sure what the system is looking like and why there is no perspective rendering in the first place...
added on the 2010-02-23 00:21:49 by raer raer
flash, for example. or ps1. :)
added on the 2010-02-23 00:38:34 by ryg ryg
texel said something about Javascript. I though the mapper is also Javascript. So I'd just plug in an perspective mapper... but, well... maybe I'm thinkin too simple here :)
added on the 2010-02-23 00:43:15 by raer raer
the "mapper" is most probably the browser applying an affine image transform :)
added on the 2010-02-23 01:01:29 by ryg ryg
BB Image

Ok, so here it is what I'm talking about. In the left, the common grid subdivision, in the right, the "equilateral" subdivision. Well, in the right, there are no equilateral triangles, but the most similar as possible to equilateral while having the same number of triangles that in the left case.

My question is: is this going to look better - to look less distorted - when 3d rotated?

Maybe you tell me: just try it. The problem is that I don't have a lot of time for this and I'm asking because I thought you might have tried already. My idea is that, with this pattern I will be able to have less distortion because the longer edge of triangles is 0.4 instead of 0.47... in the left case. But I'm not sure, because since the area of the triangles is bigger, maybe I have more "average distortion", that I don't know what exactly can mean... and in the end, this looks to be more a subjective visual quality than a mathematical thing.
added on the 2010-02-23 02:19:09 by texel texel
*I've just done a hand-made mapping with Photoshop and affine transformations. The right version looks shitier. So, it looks that the "average perspective distortion" is more important than the "maximum perspective distortion"... at least for my eyes.
added on the 2010-02-23 03:07:09 by texel texel

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