Skip to main content

Wide Field of View Projection Using Rasterization

  • Conference paper
  • First Online:

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 833))

Abstract

Perspective projection is a type of rendering that makes the images of three-dimensional objects approximate actual visual perception. The change of the field of view feature makes the camera switch to an either wider or narrower lens. The wide angle of virtual cameras in computer games, as well as in computer animation, can give a particular cinematic look. In this paper, we evaluate the possibility of using rasterization for the wide field of view. All methods have been implemented and verified experimentally, to be later compared with each other.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   219.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  1. Dworak, D., Pietruszka, M.: PNG as fast transmission format for 3D computer graphics in the Web. In: Multimedia and Network Information Systems, January 2017

    Google Scholar 

  2. Bourke, P.: Computer Generated Angular Fisheye Projections (2001)

    Google Scholar 

  3. Gascuel, J.-D., Holzschuch, N., Fournier, G., Péroche, B.: Fast non-linear projections using graphics hardware. In: Proceedings of I3D, pp. 107–114 (2008)

    Google Scholar 

  4. Brosz, J., Samavati, F.F., Carpendale, M.S.T., Sousa, M.C.: Single camera flexible projection. In: Proceedings of NPAR, pp. 33–42 (2007)

    Google Scholar 

  5. Ardouin, J., Lécuyer, A., Marchal, M., Marchand, E.: Stereoscopic rendering of virtual environments with wide field-of-views up to 360\(^\circ \). In: 2014 IEEE Virtual Reality (VR), pp. 3–8 (2014)

    Google Scholar 

  6. Lorenz, H., Döllner, J.: Real-time piecewise perspective projections. In: Proceedings of GRAPP, pp. 147–155 (2009)

    Google Scholar 

  7. Oros, D.: A conceptual and practical look into spherical curvilinear projection. www.frost-art.com

  8. Trapp, M., Lorenz, H., Döllner, J.: Interactive stereo rendering for non-planar projections of 3D virtual environments. In: Proceedings of GRAPP, pp. 199–204 (2009)

    Google Scholar 

  9. Perez, M., Rueda, S., Orudña, J.M.: Geometry-based methods for general non-planar perspective projections on curved displays. J. Supercomput., 1–15 (2018)

    Google Scholar 

  10. Pohl, D., Johnson, G.S., Bolkart, T.: Improved pre-warping for wide angle, head mounted displays. In: Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology, pp. 259–262 (2013)

    Google Scholar 

  11. Oortmerssen, W.: Fisheyequake. http://strlen.com/gfxengine/fisheyequake/

  12. Carpentier, G.: Reducing stretch in high-FOV games using barrel distortion (2015). http://www.decarpentier.nl/lens-distortion

  13. Nijmeijer, A.G.J., Boer, M.A., Slump, C.H., Samson, M.M., Bentum, M.J., Laanstra, G.J., Snijders, H., Smit, J., Herrmann, O.E.: Correction of lens-distortion for real-time image processing systems. In: VLSI Signal Processing VI (1993)

    Google Scholar 

  14. Park, J., Byun, S., Lee, B.: Lens distortion correction using ideal image coordinates. IEEE Trans. Consum. Electr. 55(3) (2009)

    Google Scholar 

  15. Lee, T.Y., Wei, C.H., Lai, S.H., Lee, R.R.: Real-time correction of wide-angle lens distortion for images with GPU computing. In: 2012 IEEE Asia Pacific Conference on Circuits and Systems (APCCAS) (2012)

    Google Scholar 

  16. Boustila, S., Capobianco, A., Génevaux, O., Bechmann, D.: New hybrid projection to widen the vertical field of view with large screen to improve the perception of personal space in architectural project review. In: 2016 IEEE Virtual Reality (VR) (2016)

    Google Scholar 

  17. Toth, R., Nilsson, J., Akenine-Möller, T.: Comparison of projection methods for rendering virtual reality. In: Proceedings of High Performance Graphics, pp. 163–171 (2016)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Piotr Napieralski .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Muszyński, G., Guzek, K., Napieralski, P. (2019). Wide Field of View Projection Using Rasterization. In: Choroś, K., Kopel, M., Kukla, E., Siemiński, A. (eds) Multimedia and Network Information Systems. MISSI 2018. Advances in Intelligent Systems and Computing, vol 833. Springer, Cham. https://doi.org/10.1007/978-3-319-98678-4_58

Download citation

Publish with us

Policies and ethics