Camera textures

  • Authors:
  • Martin Spindler;Marco Bubke;Tobias Germer;Thomas Strothotte

  • Affiliations:
  • Otto-von-Guericke University of Magdeburg, Germany;Otto-von-Guericke University of Magdeburg, Germany;Otto-von-Guericke University of Magdeburg, Germany;Otto-von-Guericke University of Magdeburg, Germany

  • Venue:
  • Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
  • Year:
  • 2006

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Abstract

In this paper we introduce a novel real-time rendering technique for camera deformations that can be applied to lens distortions and non-realistic projections. Our technique is based on vertex shader textures and presents a hybrid approach working in both, image and object space. As the primal deformation is achieved by a vertex deformation in object space, our technique does not exhibit any artefacts known from pixel-based scaling techniques.Additionally, we present a novel approach for an automatic lens-object tracking that assists the user in manipulating and interacting 3D objects within the scene. Here, we developed a GPU-based technique for fast bounding box determination that is defined by a set of arbitrary vertices. We also discuss different techniques allowing the user to accurately select these vertices in a nonlinearly distorted environment.