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...
@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...
