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Can we get a fisheye to equirectangular implementation? #15

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cristianoccazinsp opened this issue Dec 29, 2021 · 3 comments
Open

Can we get a fisheye to equirectangular implementation? #15

cristianoccazinsp opened this issue Dec 29, 2021 · 3 comments

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@cristianoccazinsp
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Just wondering how difficult it would be.

@BrianPugh
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I'm not looking to actively develop fisheye support, but would be open to PRs.

@ProGamerGov
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ProGamerGov commented Dec 27, 2024

@BrianPugh I wonder if they mean something like option B (A sphere map that utilizes only 78% of the available texture
space and contains distorted areas (front)) in this image? Option C (Back-paraboloid environment map) is the only other fish eye option, but it omits one of the faces.

Comparison-between-different-types-of-environment-maps-A-Cube-map-texture-that-consists

@ProGamerGov
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ProGamerGov commented Dec 28, 2024

Option B seems like an old format originally designed for NVIDIA GeForce 256, which was the original release of the GeForce product line, and was released in 1999: https://www.hardware.fr/articles/53-8/cube-environment-map.html There's discovered this research paper on environment maps that mentions octahedral cubemaps in addition to the paraboloid ones: https://doi.org/10.6028/jres.122.025

I've got PyTorch code capable of producing option C:

fb7b13ad-2f88-47e1-b8ed-36cbb91cec8f

Though the circular formats seem to be primarily used for small previews of 360 images or in older virtual environments.

I also came across this interesting format that is 2x3 set of faces:

cubemap-ce5e089c5c27fbd2a65d664e021bef64

https://naver.github.io/egjs-view360/docs/projections/cubemap

There are also different fisheye lenses used for dual fisheye cameras to produce 360 degree images.

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