Hi,

a simple way to model this would be (a transformation from old pixel
coordinates xOld,yOld to new ones xNew,yNew):

xNew=xOld+(xOld-cx)*(k1*r+k2*r^2)
yNew=yOld+(yOld-cy)*(k1*r+k2*r^2)

where cx,cy defines the principal point (the point where the camera looks
at), r is the squared distance from (cx,cy) and k1 and k2 are coefficients
of the camera. You may get away setting k2=0.

Regards

Heiko
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Hardy Henneberg <[EMAIL PROTECTED]>@java.sun.com> on 03-12-99 10:28:45
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Subject:  [JAVA3D] non-vertical vertical lines


Does anybody know if there is a way to correct for vertical lines, which
gets non-vertical in perspective?
I think the problem decreases if you zoom in (using a narrow view-angle)
- but I would like to have another solution.

kind regards,
Hardy Henneberg

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