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@monzrmango Yup, they have a class called ComputeShader. I implemented mine in HLSL, but they probably support other shading languages.
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echonox10442y@NickyBones just curious what college did you go to learn all those stuff CUDA and etc or you are self learner?
I always find fascinating dev with skills like yours -
@echonox I graduated electrical engineering + physics. Uni basically taught me how to sit my ass down and learn by myself. After that, I just picked up whatever I thought was interesting and struggled with it until it surrendered :)
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That is so cool. Wanna show the effect?
And awesome meeting another liked-electrical-engineering-but-went-with-software-persona -
@jespersh I have a small bug because I'm modeling the fisheye according to the OpenCV model - it has issue near 180°. My team insisted that we used that calibration model, so I have this weird external ring.
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@NickyBones the external ring does appear to be the same image but flipped on the x-axis.
However, it does look great
💯👌 -
@jespersh It's flipped around the x-axis and also on the y-axis (left goes to right and vice versa). I suspect OpenCV's undistort function goes berserk when you're over 180...
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@jespersh Managed to fix it! Just had to define the fisheye radius as a series of thetas instead of the ideal R=f*theta
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Sick! I just checked your GitHub as well and Fullmetalengine ? I'm into that stuff ! (I'm gonna fork it for sure) I'm still noob at openGL though. So is it fun implementing physics for once ?
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@TheAnimatrix The physics part in FullMetalEngine is actually the less tested one - I stopped in early-development because I had to work on the Unity stuff. The Graphics engine is alright if you want to get a feel of OpenGL but my architecture probably sucks.
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Loneliness is when you implement a compute shader in Unity to render real, user-defined fisheye in RT, and you have no one to share your excitement with.
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