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October 21st, 2016, 12:10 PM   #1
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Creating a camera with minimum distortion?

I'm working on creating different 3D cameras, each camera being a bunch of rays coming out of a single point in certain directions, each ray representing a pixel.

Currently I have a common camera setup where all rays are coming from a zero origin point and passing through midpoints of cells on a flat rectangular grid representing computer screen.

That creates a lot of distortion at the edges of the screen and I'm looking for a way to improve that.

I thought about replacing a flat grid with a hemisphere and cast the rays through equidistantly placed points on it.

As far as I understand it is not possible to equally distribute arbitrary number of points on the sphere and I don't want to find these locations numerically unless it's the only way to do it.

So I'd like to ask, since the camera surface is a hemisphere, does it change anything or there is no solution for hemisphere as well?

Or maybe there are some other ways to create less distorted 2d projection of a 3d virtual space?

Thank you!
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October 21st, 2016, 12:34 PM   #2
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For different distortions you should look to projections used by cartographers, but essentially, the distortion is defined by the shape of the 2d projections I suppose.
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October 22nd, 2016, 10:46 AM   #3
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Originally Posted by v8archie View Post
The distortion is defined by the shape of the 2d projections I suppose.
Well, that and how you define your pixel grid on that shape. So you might say I'm looking for an optimal shape and grid.

So you are saying it is not a mathematical question and I won't get much help here, I need a "cartographers forum"? Or is it in the wrong section on this forum?
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October 22nd, 2016, 11:56 AM   #4
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I know very little about the topic, perhaps others know more. Certainly there is plenty of mathematics behind projections. My suggestion just seemed to be of practical use.
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October 23rd, 2016, 11:05 PM   #5
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If the edges look distorted, I suspect the viewing angle of the image is too large.
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