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(L) [2012/10/10] [ost
by palebluedot] [getting started] Wayback!Hi,
I'm just getting started with raytracing and to begin with, I decided to do simple ray-sphere collision checks. So far I've tried algebraic and geometric collision checks and both produce elongations of my sphere as it moves in the XY plane ( camera is on negative Z ). Does anyone have any clues onto why this stretching occurs?
Here is an example:
[LINK http://glsl.heroku.com/e#4283.8]
Thanks
(L) [2012/10/11] [ost
by h3r3] [getting started] Wayback!That is normal and is due to the perspective (field of view), it's like when you take a photo with a fisheye lens.
Just use higher value for your constant "focus" and you will get less perspective deformation.
(L) [2012/10/11] [ost
by Tristan] [getting started] Wayback!Haha wow that's quite a development environment you've got there!
(L) [2012/10/11] [ost
by graphicsMan] [getting started] Wayback!With a simple pinhole camera model this is normal and to be expected.
(L) [2012/10/11] [ost
by palebluedot] [getting started] Wayback!Oh, you know, I've been banging my head with this for a week now! It is a big relief to hear someone knowledgeable telling you "that's the way its supposed to work". Thank you very much =)
PS: My book should have stated so earlier, so I could account for this happening and not try to figure out what I was doing wrong.
(L) [2012/10/12] [ost
by palebluedot] [getting started] Wayback!Reality agrees with you...
[LINK http://www.quehacerenmurcia.com/wp-content/uploads/2011/04/estenopeica.jpg]
(L) [2012/10/12] [ost
by palebluedot] [getting started] Wayback![LINK http://proyectozapato.files.wordpress.com/2011/11/pinchazo_estenopeica_l.jpg]
(L) [2012/10/12] [ost
by palebluedot] [getting started] Wayback![LINK http://www.fotolaser.com/?portfolios=expo-chuquiure]
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