fisheye view: cubemap or single image distortion ?
category: general [glöplog]
started to think you are going to do sth on a c64 or alike !
no no, I wanted a solution without VERTEX shaders, the reason being my models are not very well tesselated...
always minimalistic this navis-dude ! ;) love you :)
but...she isn´t realtime ?
Navis, have you solved your problem?
I think so yes. Doesn't look great but that's because the content is not very nice (yet!)
Quote:
float3 DirV =float3 (UV.x,UV.y,0.7);
DirV/=length (DirV);
UV.xy=UV.xy+(DirV.xy-UV.xy)*0.4;
job done
he HAS ! most likely he even quitted the browser for now....a coding navis is the best navis you can wish for :)
We live in a shader-safe world; it was only last year people stopped whining about other people using them because prod x wouldn't run on their geforce 4mx!
i should be able to code some " trollstop() " by now...let´s seee...
so navis what you were after was pretty much the old lens effect... ?
I guess so...
seriously, how is lens fish effect done in media error???
i believe it was a simple pixelshader like cocoon posted, or maybe media error is tesselated enough to apply it directly to vertex ?
i believe it was a simple pixelshader like cocoon posted, or maybe media error is tesselated enough to apply it directly to vertex ?
have a look in the prods-page...
...6 renderings every frame...very expensive stuff so-to-say !
you should ask chaos about his entry to the intel-compo tho...as its a 360degree-fisheye all in shaders ;)
...6 renderings every frame...very expensive stuff so-to-say !
you should ask chaos about his entry to the intel-compo tho...as its a 360degree-fisheye all in shaders ;)
start using RT and the lens effect is for free! :)
tigrou: render to cubemap and a pixel shader to generate fisheye.
cocoon: much the same there as for ours, just a different shader mapping on output.
cocoon: much the same there as for ours, just a different shader mapping on output.
It's a pretty simple shader once you understand what should happen.
navis: what has model tesselation to do with not using the vertex shader?
Tiago: The vertex shader will not show curves on the edged of triangles. If the model is not tesselated enough, there won't be curve effect...
clearly i'm just simple, but why not just tesselate the thing more? or is that too slow, somehow (assuming it must be done realtime)
the tessellation could even be done in the geometry shader to save vertex bandwidth and perhaps do it all adaptive and shit.
skrebbel : more tesselation = heavier vertex processing and more work for the artists because automatic tesselation often doesn't do a good job, it can tesselate too much at places and not enough at others.
Also, tesselation won't solve the issue if an object is too close to the camera, unless you have some kind of dynamic tesselation or LODs (= more work for the artists and possible popping)
Also, tesselation won't solve the issue if an object is too close to the camera, unless you have some kind of dynamic tesselation or LODs (= more work for the artists and possible popping)
You don't need any of the fancy 3d modelling tesselations, all you need to get going is polygon subdivision.
(i.e: It will not be more work for the artist, but it means that the artist could have used more resources if he wished)
graga: well, yeah, but preferably a sub-division scheme that doesn't produce insane amount of polys for long and thin polys, and doesn't create t-junctions. It's not as easy as just saying the word :)