Personally, I would always prefer a fragment shader over fiddling with curve3d in GEM :-) This is probably what you want: https://www.geeks3d.com/20140213/glsl-shader-library-fish-eye-and-dome-and-barrel-distortion-post-processing-filters/5/
It might need some modification depending on the
Thanks for the ideas.
Luckily I will snap the pix just once a second or two. Hope the processor
can handle it.
Which correction is easier, curve3d or the shader?
On Wed, 17 Jul 2019 at 21:04, Jack wrote:
> Sure, use a framebuffer with [gemframebuffer] to capture offscreen your
> scene.
> The
Sure, use a framebuffer with [gemframebuffer] to capture offscreen your
scene.
The problem is to send back your texture produce by [gemframebuffer] in
pix_ domain to use [pix_movement] and [pix_multiblob], fortunately there
is [pix_snap] for this (this process is quite slow, it depends on your
You can use [pix_snap] after [curve3d] to convert the texture to a pix
again.
Csaba Láng schrieb am Mi., 17. Juli 2019, 20:37:
> Looks good, but now a bigger problem came up.
>
> My aim is to correct the fish eye distortion for pix_movement and
> pix_multiblob analyses.
> Which means first I
Looks good, but now a bigger problem came up.
My aim is to correct the fish eye distortion for pix_movement and
pix_multiblob analyses.
Which means first I have to make the curve3d correction and then use those
pixels in pix_multiblob.
Is it possible?
On Wed, Jul 17, 2019 at 8:16 PM Johnny
Maybe gems [curve3d]?
Csaba Láng schrieb am Mi., 17. Juli 2019, 20:10:
> Hi list,
> is there an easy way to correct fish eye camera image distortion?
> I think if a vortex kind of tool.
> Best,
> Popesz
> ___
> Pd-list@lists.iem.at mailing list
>
Hi list,
is there an easy way to correct fish eye camera image distortion?
I think if a vortex kind of tool.
Best,
Popesz
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