Login | Register 
FEATURES
APPLICATIONS
DOWNLOADS
EDUCATION
BLOG
WIKI
FORUM
STORE

cubemap to fulldome / fisheye shader

Share your components here. First one to 100 wins!

cubemap to fulldome / fisheye shader

Postby bergi » Sat Jun 23, 2012 7:40 am

hello there.
there have been some discussion on this forum about how to do fulldome-ready images but no ready-to-use solution has been presented.

below you'll find a patch that demonstrates how to stitch a cube-map generated by the render TOP to a fulldome image by means of a very simple glsl shader.

the trick is easy. do cartesian to spherical and back to cartesian. feed the result into textureCube() and voila. i actually had some troubles believing that it's so easy.

so you need to render a cubemap which is not very fast. there is another solution. one can bend the vertex position with the same technique in a vertex shader. that only needs ONE render but you have to tessalate the geometry a lot which might lead to even longer rendering times.

have fun with this and create astonishing immersive content!
documentation is in the patch.
cube_to_fisheye.toe
cube-map to fisheye shader
(9.19 KiB) Downloaded 1959 times
bergi
 
Posts: 6
Joined: Thu Jun 07, 2012 9:13 am

Re: cubemap to fulldome / fisheye shader

Postby ben » Wed Jun 27, 2012 3:12 pm

Cool, thanks for sharing!
User avatar
ben
Staff
 
Posts: 2599
Joined: Thu Nov 08, 2007 6:55 pm
Location: Toronto

Re: cubemap to fulldome / fisheye shader

Postby nabhan » Sun Jul 01, 2012 7:45 am

ohh.. nice!!!! Love this... Thanx for sharing!!
User avatar
nabhan
 
Posts: 28
Joined: Wed Jan 21, 2009 1:56 pm
Location: Singapore

Re: cubemap to fulldome / fisheye shader

Postby greg » Sun Aug 26, 2012 2:13 am

fabulous, thanks!
User avatar
greg
Staff
 
Posts: 552
Joined: Tue Nov 13, 2007 1:08 am

Re: cubemap to fulldome / fisheye shader

Postby Sheff » Thu Mar 28, 2013 1:41 pm

Cool shader!

But i found one problem:

When i'm looking on an object with environment map assigned through the fisheye canera, i saw the seams...

Is it possible to solve this problem?
Image

Uploaded with ImageShack.us
User avatar
Sheff
 
Posts: 157
Joined: Wed May 26, 2010 6:45 pm

Re: cubemap to fulldome / fisheye shader

Postby malcolm » Thu Mar 28, 2013 2:23 pm

The seams are visible in the cubemap it seems also though.
User avatar
malcolm
Staff
 
Posts: 4424
Joined: Tue Nov 13, 2007 1:11 am

Re: cubemap to fulldome / fisheye shader

Postby Sheff » Thu Mar 28, 2013 7:11 pm

yeah, cubemap render looks wrong too.

If i use 4 perspective cameras instead built-in cubemap, and convert them to fisheye in any compositing software - all is OK.

I think there is something with cubemap rendering relative to environment map.
User avatar
Sheff
 
Posts: 157
Joined: Wed May 26, 2010 6:45 pm

Re: cubemap to fulldome / fisheye shader

Postby jonathank » Thu Apr 25, 2013 5:29 pm

Could the fisheye shader be adapted for truncated domes? Something similar to Paul Bourkes Unity3D system?
User avatar
jonathank
 
Posts: 174
Joined: Thu Apr 25, 2013 5:27 pm

Re: cubemap to fulldome / fisheye shader

Postby Sheff » Sat May 04, 2013 4:50 pm

Guyz,

can you try to render some geometry with HDR assigned to environment map and look to the cubemap, are the seams of HDR map visible?
User avatar
Sheff
 
Posts: 157
Joined: Wed May 26, 2010 6:45 pm

Re: cubemap to fulldome / fisheye shader

Postby malcolm » Tue May 07, 2013 4:45 pm

Can you post an example Sheff? I'm unable to reproduce your problem. You shouldn't be able to see seams in the original HDR map though. If you do then they are going to show up in your final render
User avatar
malcolm
Staff
 
Posts: 4424
Joined: Tue Nov 13, 2007 1:11 am

Next

Return to Shared .tox Components

Who is online

Users browsing this forum: No registered users and 6 guests

cron