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> but current graphics pipelines are built on the assumption that straight lines in world space map to straight lines in screen space, so you can't do proper curvilinear wide-angle perspective with the existing triangle rasterizer architecture.

Isn't that approximation still fine as long as a single triangle doesn't span more than, say, 5 degrees of your FOV? If you are trying to represent a real scene, your triangles will rarely get that big. If you really want to display huge triangle, then you can just sub-divide it into a thousand smaller triangles.




You should still take it into account because when you move your head around it causes things to get warpy and it may be at best weird and at worst dizzy.




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