good read so far, thanks for the link. i was looking at their ellipses, and noticed they even point out there is a difference between constructing it with 2 points vs 1 an that neither are correct. they said the "radical" solution is to draw it with its major axis paralleled to the horizon line, which is like drawing it…
this max shader is interesting, but ill have to play with it some more to see if its actually fixing the problem or just almost fixing it. is there a way i can turn this effect up more? like not limiting the number i can crank it up to? i want to see how things look with a more pronounced effect, to see if its behaving as…
nice! i bet that sphere would look even better from the inside, if you could just get your POV right in its center, it would be very immersive. what i meant was, when you draw in 3 point perspective, the 3 vanishing points form a triangle. every one of these lines is a horizon line, although only one is actually…
I'd be interested in seeing a demo of this in actual 3d. I typically feel nauseous with the extreme fisheye, like the old QT VR, or the flash example above. I think mostly it's the extreme curve that happens towards the edges of the screen that draw my eye away, something that a computer monitor can't handle without some…
method 1: if your first step is to render to a buffer using a system that allows negative scaling along its periphery, you are not going to be able to fix that by moving pixels around. this isn't about getting nice looking round curves as a pretty effect, its about getting the points in space to translate correctly to a 2d…
i understand 3 point perspective. but every set of parallel lines actually has 2 vanishing points, only one of which you will see from any point of view. every object is composed of many lines, some are parallel. every set of parrallel lines converge to 2 opposite points both at an infinite distance from your eye, 180…