Thanks guys, subdivision helped, however the client was not impressed by the 
idea. He's a layman, but he consider himself as an expert, and anyway he's the 
client...

 

From: [email protected] 
[mailto:[email protected]] On Behalf Of Andy Jones
Sent: Wednesday, November 07, 2012 6:43 PM
To: [email protected]
Subject: Re: Camera mapping heavily distorted in viewport

 

I believe the problem is because opengl texture mapping functions implement 
linear interpolation of the UVs at the vertices, but a camera projection does 
not interpolate linearly.  In order to do a proper hardware-based camera 
projection, you would need to interpolate the UVs as part of the fragment/pixel 
shading code.  Otherwise, they'd need to add some sort of camera projection 
texturing mode to the OpenGL standard (assuming they haven't already?  I'm not 
super current on these things.)

 

By subdividing, you gradually converge on a better and better piecewise linear 
approximation of the camera projection.  Like how integrals work.  A "trick" 
I've used in the past is to apply the camera projection to a diced clone of my 
object, so that I can do all my modeling, etc underneath, on the lower res 
object.

 

- Andy

On Wed, Nov 7, 2012 at 8:59 AM, Andi Farhall <[email protected]> 
wrote:

I've found simple cameramapped planes need some subdivisions to play nice.

 

A>

 

From: [email protected] 
[mailto:[email protected]] On Behalf Of Szabolcs Matefy
Sent: 07 November 2012 08:38
To: [email protected]
Subject: Camera mapping heavily distorted in viewport

 

Hey folks, I was in trouble in the last two days. I had an image of a room, and 
I had to build up the room's walls using simple planes. The image is then 
cameramapped (or projected) back onto these planes. I wanted to show the client 
the stuff in the viewport, and I was horrified, that the texture of the image 
was distorted to the point when I decided I can't show this to the client. I 
had to subdivide the planes about ten or more times to have some decent camera 
mapping. In render it was OK, but the client wanted to render it with HQV. Any 
idea? I'm especially interested a solution that doesn't involve too much 
geometry...

 

Cheers

 

Szabolcs

___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli

 

Reply via email to