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Nonlinear Projection: Using Deformations in 3D Viewing
March/April 2003 (vol. 5 no. 2)
pp. 54-59
Yonggao Yang, Prairie View AM University
Jim X. Chen, George Mason University
Woosung Kim, Hoseo University, Korea
Changjin Kee, Seoul Information Technology University

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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