Raytracing: why are the spheres in the image below appear stretched?
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Some context. Above are the code and the resulting image for it in Peter Shirley's Raytracing in one weekend's book. As you can see from the code, he adds in some spheres. And yet in the final image there are 2 ellipsoids side by side. I just can't fathom why it is so, no matter how many time I looked at the code. Can anyone explain to me? Here's the link to the source code.
https://github.com/petershirley/raytracinginoneweekend
raytracing
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up vote
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Some context. Above are the code and the resulting image for it in Peter Shirley's Raytracing in one weekend's book. As you can see from the code, he adds in some spheres. And yet in the final image there are 2 ellipsoids side by side. I just can't fathom why it is so, no matter how many time I looked at the code. Can anyone explain to me? Here's the link to the source code.
https://github.com/petershirley/raytracinginoneweekend
raytracing
1
This looks normal and is caused by the perspective camera being close to the spheres and having a large FOV value.
– PaulHK
3 hours ago
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up vote
1
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up vote
1
down vote
favorite
Some context. Above are the code and the resulting image for it in Peter Shirley's Raytracing in one weekend's book. As you can see from the code, he adds in some spheres. And yet in the final image there are 2 ellipsoids side by side. I just can't fathom why it is so, no matter how many time I looked at the code. Can anyone explain to me? Here's the link to the source code.
https://github.com/petershirley/raytracinginoneweekend
raytracing
Some context. Above are the code and the resulting image for it in Peter Shirley's Raytracing in one weekend's book. As you can see from the code, he adds in some spheres. And yet in the final image there are 2 ellipsoids side by side. I just can't fathom why it is so, no matter how many time I looked at the code. Can anyone explain to me? Here's the link to the source code.
https://github.com/petershirley/raytracinginoneweekend
raytracing
raytracing
asked 3 hours ago


Manh Nguyen
305
305
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This looks normal and is caused by the perspective camera being close to the spheres and having a large FOV value.
– PaulHK
3 hours ago
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1
This looks normal and is caused by the perspective camera being close to the spheres and having a large FOV value.
– PaulHK
3 hours ago
1
1
This looks normal and is caused by the perspective camera being close to the spheres and having a large FOV value.
– PaulHK
3 hours ago
This looks normal and is caused by the perspective camera being close to the spheres and having a large FOV value.
– PaulHK
3 hours ago
add a comment |Â
1 Answer
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Shapes appearing stretched in the periphery is a consequence of perspective projection. The wider the field of view (FOV) is, the stronger the stretching effect gets.
To demonstrate the effect I wrote a quick example on ShaderToy: https://www.shadertoy.com/view/MltBW2
As you can see on the images below (corresponding to FOV of 40, 80 and 120; if I didn't make any mistake), this becomes especially noticeable with wide FOV, like 90° and above.
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
4
down vote
Shapes appearing stretched in the periphery is a consequence of perspective projection. The wider the field of view (FOV) is, the stronger the stretching effect gets.
To demonstrate the effect I wrote a quick example on ShaderToy: https://www.shadertoy.com/view/MltBW2
As you can see on the images below (corresponding to FOV of 40, 80 and 120; if I didn't make any mistake), this becomes especially noticeable with wide FOV, like 90° and above.
add a comment |Â
up vote
4
down vote
Shapes appearing stretched in the periphery is a consequence of perspective projection. The wider the field of view (FOV) is, the stronger the stretching effect gets.
To demonstrate the effect I wrote a quick example on ShaderToy: https://www.shadertoy.com/view/MltBW2
As you can see on the images below (corresponding to FOV of 40, 80 and 120; if I didn't make any mistake), this becomes especially noticeable with wide FOV, like 90° and above.
add a comment |Â
up vote
4
down vote
up vote
4
down vote
Shapes appearing stretched in the periphery is a consequence of perspective projection. The wider the field of view (FOV) is, the stronger the stretching effect gets.
To demonstrate the effect I wrote a quick example on ShaderToy: https://www.shadertoy.com/view/MltBW2
As you can see on the images below (corresponding to FOV of 40, 80 and 120; if I didn't make any mistake), this becomes especially noticeable with wide FOV, like 90° and above.
Shapes appearing stretched in the periphery is a consequence of perspective projection. The wider the field of view (FOV) is, the stronger the stretching effect gets.
To demonstrate the effect I wrote a quick example on ShaderToy: https://www.shadertoy.com/view/MltBW2
As you can see on the images below (corresponding to FOV of 40, 80 and 120; if I didn't make any mistake), this becomes especially noticeable with wide FOV, like 90° and above.
edited 1 hour ago
answered 1 hour ago
Julien Guertault
3,0351238
3,0351238
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1
This looks normal and is caused by the perspective camera being close to the spheres and having a large FOV value.
– PaulHK
3 hours ago