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gdecarp

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 http://www.decarpentier.nl/lens-distortion 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. 

Before:lensdistortion_strength_no-568x477.jpg

After:lensdistortion_strength_full-568x477.jpg

 

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

 

Giliam de Carpentier

www.decarpentier.nl

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