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- From: dchapman@ncsa.uiuc.edu (Dee A. Chapman)
- Newsgroups: sci.virtual-worlds
- Subject: TECH: Distortion in VR view
- Date: Tue, 19 Jan 93 15:23:53 CST
- Organization: Nat'l Ctr for Supercomp App (NCSA) @ University of Illinois
- Lines: 34
- Approved: cyberoid@milton.u.washington.edu
- Message-ID: <1jvlreINNcu5@shelley.u.washington.edu>
- NNTP-Posting-Host: stein.u.washington.edu
- Originator: hlab@stein.u.washington.edu
-
-
- Hi,
-
- I've noticed some "distortion" in viewing 3D graphics objects which
- were rendered using an SGI SkyWriter (GL Library). For example, if I
- create two divergent rectangular boxes, and view them on the flat screen
- of the computer console, they will appear to converge or be parallel:
-
- back
- ----- ----- ----- -----
- \ \ / / | | | |
- \ \ / / | | | |
- \ \ / / ======> | | | |
- \ \ / / | | | |
- ----- ----- front ----- -----
- ("real" life view) (graphic representation)
-
- I believe this effect is due to the use of the "perspective" GL
- library call. (void perspective(Angle fovy,aspect, znear, zfar)) I
- realize that the objects should appear to converge as they get farther
- away from the viewer, however the effect I'm referring to is that
- them seem to converge excessively. I can lessen this "converging" effect
- by varying the fovy parameter. However, this can introduce other inaccuracies.
- >From a simulation point of view, I'd like to make this graphics representation
- as close to "real" life representation as possible.
-
- In addition, I've noticed when I view the 3D graphics objects using
- a Flight Helmet head mounted display, the "converging" effect is
- lessened. I'm thinking that is probably due to the lensing in the
- helmet. Any other ideas?
-
- I'd really appreciate either some references to papers or books that deal
- with these issues, or your own personal experiences with this.
- Email would be preferable. Thanks a lot for your time.
-