Grab the image with your mouse to reframe the image.
Within the shader code above is the math to simulate GoPro lens look within 360° source. The same math is very useful for "correcting" lens distortion. The shader code is licensed under MIT or Apache 2.0.
I would love someone in the comments to convert the lens radial distortion equation phi = 85.6r - 10.91r² to a OpenCV lens model. GoPro uses n-order radial distortion polynomial in the form: angle° = Ar + Br² + Cr³ where 'r' is the normalized sensor radius. OpenCV uses something more common, but I'm too lazy to learn, so I seek your help. To get OpenCV model started, here is the lens model in odd powers phi = 83.90432r - 18.26919r3 + 15.51541r5 - 6.51824r7 .
Tuesday, July 16, 2019
GoPro Virtual Lens
Thursday, May 09, 2019
Know Your Fisheyes
When you say a GoPro is a fisheye lens, which one do you mean? GoPro is less "fisheye" than you likely thought, somewhere between stereographic and a rectilinear (non-fisheye, pin-pole style lens -- the one people say is non-distorted.)
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