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
[EMAIL PROTECTED]
Hardy Henneberg <[EMAIL PROTECTED]>@java.sun.com> on 03-12-99 10:28:45
Please respond to Discussion list for Java 3D API
<[EMAIL PROTECTED]>
Sent by: Discussion list for Java 3D API <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
cc:
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
===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST". For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".
===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST". For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".