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Reducing perceived object stretch caused by wide-angle game cameras. Demos included.

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Using a virtual camera with a large FOV can cause objectionable distortion near the screen’s edges. The article at introduces a novel barrel distortion post effect that may be used to reduce stretch in this case. The effect can be controlled through multiple tweakable parameters, and requires only 2 additional instruction slots of a post effect’s fragment shader. 




It also contains a link to an open-source Ogre3D and WebGL example to play with the effect in real-time.


Giliam de Carpentier

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