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author | Dalai Felinto <dfelinto@gmail.com> | 2012-05-04 20:20:51 +0400 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2012-05-04 20:20:51 +0400 |
commit | d7fbe03a8a128408c86687ef34273adddccdb347 (patch) | |
tree | 26d5768781582b1ed0164c20098449c7700051d9 /intern/cycles/kernel/kernel_montecarlo.h | |
parent | b6edcc4b33e782b4a91a61d1c46136c52a4172c9 (diff) |
Fisheye Camera for Cycles
For sample images see:
http://www.dalaifelinto.com/?p=399 (equisolid)
http://www.dalaifelinto.com/?p=389 (equidistant)
The 'use_panorama' option is now part of a new Camera type: 'Panorama'.
Created two other panorama cameras:
- Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...)
this works as a real lens up to an extent. The final result takes the
sensor dimensions into account also.
.:. to simulate a Nikon DX2S with a 10.5mm lens do:
sensor: 23.7 x 15.7
fisheye lens: 10.5
fisheye fov: 180
render dimensions: 4288 x 2848
- Equidistant: this is not a real lens model. Although the old equidistant lens simulate
this lens. The result is always as a circular fisheye that takes the whole sensor
(in other words, it doesn't take the sensor into consideration).
This is perfect for fulldomes ;)
For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can).
Reference material:
http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf
http://www.bobatkins.com/photography/technical/field_of_view.html
Note, this is not a real simulation of the light path through the lens.
The ideal solution would be this:
https://graphics.stanford.edu/wikis/cs348b-11/Assignment3
http://www.graphics.stanford.edu/papers/camera/
Thanks Brecht for the fix, suggestions and code review.
Kudos for the dome community for keeping me stimulated on the topic since 2009 ;)
Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
Diffstat (limited to 'intern/cycles/kernel/kernel_montecarlo.h')
-rw-r--r-- | intern/cycles/kernel/kernel_montecarlo.h | 51 |
1 files changed, 51 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_montecarlo.h b/intern/cycles/kernel/kernel_montecarlo.h index 68f007cfd97..3fb4d41ce06 100644 --- a/intern/cycles/kernel/kernel_montecarlo.h +++ b/intern/cycles/kernel/kernel_montecarlo.h @@ -224,6 +224,57 @@ __device float3 equirectangular_to_direction(float u, float v) cos(theta)); } +/* Fisheye <- Cartesian direction */ + +__device float3 fisheye_to_direction(float u, float v, float fov, Ray *ray) +{ + u = (u - 0.5f) * 2.f; + v = (v - 0.5f) * 2.f; + + float r = sqrt(u*u + v*v); + + if (r > 1.0) { + ray->t = 0.f; + return make_float3(0.f,0.f,0.f); + } + + float phi = acosf((r!=0.f)?u/r:0.f); + float theta = asinf(r) * (fov / M_PI_F); + + if (v < 0.f) phi = -phi; + + return make_float3( + cosf(theta), + -cosf(phi)*sinf(theta), + sinf(phi)*sinf(theta) + ); +} + +__device float3 fisheye_equisolid_to_direction(float u, float v, float lens, float fov, float width, float height, Ray *ray) +{ + u = (u - 0.5f) * width; + v = (v - 0.5f) * height; + + float rmax = 2.f * lens * sinf(fov * 0.5f); + float r = sqrt(u*u + v*v); + + if (r > rmax) { + ray->t = 0.f; + return make_float3(0.f,0.f,0.f); + } + + float phi = acosf((r!=0.f)?u/r:0.f); + float theta = 2.f * asinf(r/(2.f * lens)); + + if (v < 0.f) phi = -phi; + + return make_float3( + cosf(theta), + -cosf(phi)*sinf(theta), + sinf(phi)*sinf(theta) + ); +} + /* Mirror Ball <-> Cartesion direction */ __device float3 mirrorball_to_direction(float u, float v) |