Hi, i have a question about fisheyes. I am thinking of making an application 3D application from a fisheye texture map.
I would like to take the image from a camera, with a fisheye lense (a one shot process to get a good field of view). I would then like to reconstruct the fisheye such that it is as if i am behind the camera again and i can look around.
So my ideas are, can i map this fisheye to the inside of a hemisphere (which is the same shape as the fisheye lense), place a camera in the middle of the hemisphere and rotate the camera around Would the fisheye texture perspective would be corrected again
I have seen fisheye maps converted to cubes, which have then been used to map the environment (such as halflife 1 large backgrounds - the cube is the limits of the environment), however this would require processing to get the fisheye to cube map. Second of all, using this method what would happen if you (as the camera) zoomed into the joining edges of the cube, would the environment image still look "correct"
Ideally if principles are correct i would like to do this with direct3d so i can get good hardware acceleration.
Thanks for any pointers,
Chris

Fisheye Environment Map 3D Hemisphire
MaggieChan
martok
http://en.wikipedia.org/wiki/Texture_mapping
http://msdn.microsoft.com/library/en-us/directx9_c/Texture_Coordinate_Transformations.asp
Deskman
Thanks for the reply. I will be mapping realtime, so i guess hemisphere mapping would be the way to go Also from other replies people have posted elsewhere, could you kindly explain the difference between texture mapping and texture transformation
Thanks,
Chris