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| Yonggao Yang, Jim X. Chen, Woosung Kim, Changjin Kee, "Nonlinear Projection: Using Deformations in 3D Viewing," Computing in Science and Engineering, vol. 5, no. 2, pp. 54-59, March/April, 2003. | |||
| BibTex | x | ||
| @article{ 10.1109/MCISE.2003.1182962, author = {Yonggao Yang and Jim X. Chen and Woosung Kim and Changjin Kee}, title = {Nonlinear Projection: Using Deformations in 3D Viewing}, journal ={Computing in Science and Engineering}, volume = {5}, number = {2}, issn = {1521-9615}, year = {2003}, pages = {54-59}, doi = {http://doi.ieeecomputersociety.org/10.1109/MCISE.2003.1182962}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - MGZN JO - Computing in Science and Engineering TI - Nonlinear Projection: Using Deformations in 3D Viewing IS - 2 SN - 1521-9615 SP54 EP59 EPD - 54-59 A1 - Yonggao Yang, A1 - Jim X. Chen, A1 - Woosung Kim, A1 - Changjin Kee, PY - 2003 VL - 5 JA - Computing in Science and Engineering ER - | |||
In computer graphics, parallel and perspective projections are the usual viewing methods to provide lifelike images. In fact, traditional rendering engines such as OpenGL and Direct3X only perform linear projection. But what if you need to generate distorted views? For example, we see a distorted environment when we look through a raindrop on a windshield. When we play computer games, we also might want to have a pair of ?magic? lenses that let us see a deformed virtual world.
Citation:
Yonggao Yang, Jim X. Chen, Woosung Kim, Changjin Kee, "Nonlinear Projection: Using Deformations in 3D Viewing," Computing in Science and Engineering, vol. 5, no. 2, pp. 54-59, March-April 2003, doi:10.1109/MCISE.2003.1182962
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