Peripheral vision in Quake
github.com
github.com
http://doom.wikia.com/wiki/Doom_networking_component
> The higher level d_net.c file contains the system-independent portion of the networking code. The code has separate concepts of node and player: a node is simply a computer connected to the game. Each player has a corresponding node, but a node does not necessarily have a player. This was used to implement the "three monitor" system which existed in early versions of Doom: the "left" and "right" screens were nodes but not players.
I only played that way a couple of times but it was fun.
http://www.chocolate-doom.org/wiki/index.php/Three_screen_mo...
One of the first links of the article: http://tksharpless.net/vedutismo/Pannini/
I wonder how well such projections would work in a VR headset context.
In any event, they should make for really great demos of e.g. 3d architectural models, or video walkthroughs of wide spaces, if shown in high resolution on a large enough screen.
Can't wait to play around with this -- great work!
The video dates to 2011, but the repository has taken a lot of additional commits since then.
Sure enough, my arms were nearly stretched out 180 degrees! They were only forward ever so slightly off of straight horizontal.
It's insane that we have that kind of peripheral vision. Try it!
And if you're going electronic, you might as well get the full 360-degree vertical too - just see everything all the time! Use this projection: http://www.pouet.net/prod.php?which=27000
Does that mean you can't do it with some particular view matrix ?
I always wondered if it's possible to have a very low fov near the center, but still account for a large enough part of the screen, so that the fov progressively increase as the image is far from the center of the camera. That way you would have high details near the center of the camera, but more view angle near the edges.
[1] http://en.wikipedia.org/wiki/Affine_transformation#Propertie...
Yep. If you look at the "How?" and "Performance vs Quality" sections, you can see that you need to render the scene six times to get the surrounding environment, so all you would just need to do is make a shader for the projection[0]. (Rendering the scene six times is pretty common in graphics in order to generate light probes for dynamic lighting and global illumination.)
I suspect with a modern GPU implementation (Vulkan) and some other minor optimizations, this could run pretty easily in real-time.
Does that mean there is less distortion towards the center ?
I did not watch the video yet...
How difficult would it be to integrate a 170 pannini camera using shaders instead of using quake ? I don't understand why he used quake for this...
Now I want Pannini Projection converter for my gopro :)