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Update Fish Eye Lens Description
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Authored by Jacob Baum (jacobBaum) on Apr 30 2022, 9:26 PM.

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Summary

Add minor clarification for "Fisheye Lens Polynomial" section based on the 3.1 update notes.

Also corrected small typo in "Mirror Ball" section

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rBM Blender Manual

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Jacob Baum (jacobBaum) requested review of this revision.Apr 30 2022, 9:26 PM
Jacob Baum (jacobBaum) created this revision.
Jacob Baum (jacobBaum) edited the summary of this revision. (Show Details)
Jacob Baum (jacobBaum) edited the summary of this revision. (Show Details)Apr 30 2022, 9:30 PM
Jacob Baum (jacobBaum) edited the summary of this revision. (Show Details)
This revision is now accepted and ready to land.May 1 2022, 1:55 AM
Brecht Van Lommel (brecht) requested changes to this revision.EditedMay 1 2022, 4:49 AM

I don't think the modified description is an improvement.

"angle of the world ray" is rather vague so I intentionally changed that to "direction with spherical coordinates". Putting both descriptions in a single sentence is confusing.

This revision now requires changes to proceed.May 1 2022, 4:49 AM
Jacob Baum (jacobBaum) updated this revision to Diff 51048.EditedMay 1 2022, 4:06 PM
Jacob Baum (jacobBaum) edited the summary of this revision. (Show Details)

@Brecht Van Lommel (brecht) I agree world ray is somewhat vague. When I first read I wasn't quite sure what direction referred to until I read the patch notes with more detail. I have changed the text to be somewhat more clear than what the patch notes say yet still offer slightly more detail than the existing text on the Cameras page.

Let me know if this is still not what you want the description to be.

Jacob Baum (jacobBaum) edited the summary of this revision. (Show Details)May 2 2022, 5:25 PM

It's still confusing to me. We have not defined what "that pixel" is, and "incoming image" is strange terminology since we are rendering to an image, not from one.

Maybe do this:

Match a real world camera by specifying the coordinates of a 4th degree polynomial.

The projection works as follows.
Pixels in the image are mapped to positions :math:`(x, y)` on the camera sensor in mm.
A position on the sensor is mapped to a direction with spherical coordinates
:math:`(1, \theta, \phi)` in radians as follows:

.. math::
  & r = \sqrt{x^2 + y^2}\\
  & \theta = k_0 + k_1 r + k_2 r^2 + k_3 r^3 + k_4 r^4\\
  & \phi = acos(x/r)

Incoming light from this direction is then projected onto the corresponding pixel.
Jacob Baum (jacobBaum) updated this revision to Diff 51071.EditedMay 2 2022, 8:38 PM

Change to reflect suggested wording from comment from @Brecht Van Lommel (brecht) .

I agree this wording is the most comprehensive and clear.

This revision is now accepted and ready to land.May 3 2022, 3:50 PM

Patch has been committed