Published: September 18, 2025
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fisheye makes quite a difference, probably something you use sparingly but with great results. thx @garrettkjohnson for the hard math!

@0xca0a @garrettkjohnson It could be used more often for correcting the default distortion. https://x.com/unity_japan/stat...

@mrdoob @0xca0a Are there any plans for variable rate rendering in WebGPU? I implemented something like this at JPL for camera distortion preview but one of the drawbacks is you have to render at higher res since the middle of the screen bulges & the detail on the sides compressed & lost anyway

@garrettkjohnson @mrdoob @0xca0a Could this be an abstraction of a camera, that instead of persp focal or ortho scale (+ others intrinsics), would be defined by a mapping that takes uv coords in screen space (pixel) and return ray origin/direction?

@garrettkjohnson @mrdoob @0xca0a Also, these resources Nice @Blender workaround via reflective proj or refractive objs https://blender.stackexchange.... Generic representation of cams as rays https://x.com/jasonyzhang2/sta... Dispersion lens in shader https://x.com/SMOUSE_CG/status... Recovering distortion https://x.com/ducha_aiki/statu...

@garrettkjohnson @mrdoob @0xca0a @Blender Also great resource by @TobiasCornille @SegmentsAI but fragment shader implementation, implies oversampling + out of frustum https://segments.ai/blog/simul...

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