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Author Topic: Perspective side effects  (Read 3344 times)
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bib
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« on: December 15, 2009, 08:11:25 PM »

Hello

Since I've been experimenting with perspective views of the Mandelbulb, I often come across the problem you can see starting at 0:34
It appears each time the camera is too close from the surface: what's behind the camera appears around the image. As it can be seen, I tried to move the back clipping plane to hide this, but without success.
Does anyone know how to prevent this ? David ?

Thanks

<a href="http://www.youtube.com/v/2kcZHsjJulQ&rel=1&fs=1&hd=1" target="_blank">http://www.youtube.com/v/2kcZHsjJulQ&rel=1&fs=1&hd=1</a>

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BradC
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« Reply #1 on: December 15, 2009, 08:24:47 PM »

If your clipping plane is behind the camera instead of in front, it might do this. What's your algorithm? Raymarching? Depending on your math, if your near clipping plane is behind the camera then rays could be headed in the correct direction, but start out behind the camera rather than in front, and they might hit stuff back there. This would cause things behind the camera to appear inverted as they reflect onto the image, which appears to be the case in your animation. For example, the camera passes a bulb on the lower right, and it reappears coming from behind in the upper left.

Sweet animation btw. I wanna see it once you figure out what's going on with the perspective.
« Last Edit: December 15, 2009, 08:27:42 PM by BradC » Logged
David Makin
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« Reply #2 on: December 15, 2009, 09:15:57 PM »

If your clipping plane is behind the camera instead of in front, it might do this. What's your algorithm? Raymarching? Depending on your math, if your near clipping plane is behind the camera then rays could be headed in the correct direction, but start out behind the camera rather than in front, and they might hit stuff back there. This would cause things behind the camera to appear inverted as they reflect onto the image, which appears to be the case in your animation. For example, the camera passes a bulb on the lower right, and it reappears coming from behind in the upper left.

Sweet animation btw. I wanna see it once you figure out what's going on with the perspective.

I think blb must have the front cliipping plane behind the viewpoint smiley
In my UF formula the front clipping plane distance should be less than the image plane distance in magnitude i.e. if the image plane distance is 0.1 then the front clipping plane distance should be >-0.1
If you get clipping happening with the chosen setting and can't move the clipping plane much further back then you'll have to increase UF's magnification instead.
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twinbee
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« Reply #3 on: December 15, 2009, 10:45:42 PM »

I think I had exactly the same problem. As David and Brad said, it seems to be a clipping issue.

I solved it with one line of code:

if(z<0) return false;  // i.e. not part of set (at least not anymore wink )

Btw, nice vid anyway!
« Last Edit: December 15, 2009, 10:47:22 PM by twinbee » Logged
Nahee_Enterprises
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« Reply #4 on: February 02, 2010, 11:22:41 AM »

Since I've been experimenting with perspective views of the Mandelbulb,
I often come across the problem you can see starting at 0:34
It appears each time the camera is too close from the surface...

I am just now getting around to viewing some of the animations I missed, and yes, too bad about the clipping problem on this video.
 
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bib
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« Reply #5 on: February 02, 2010, 11:39:16 AM »

This was a problem I managed to fix afterwards, by carefully setting up cut clipping planes (in other animations). Watch my channel for my collection of Mandelbulb videos: http://www.youtube.com/user/bib993, and subscribe!
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Softology
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« Reply #6 on: April 04, 2010, 04:34:02 AM »

This was a problem I managed to fix afterwards, by carefully setting up cut clipping planes (in other animations). Watch my channel for my collection of Mandelbulb videos: http://www.youtube.com/user/bib993, and subscribe!

I had similar issues when I used a clipping sphere to start with (as in the original keenan crane quaternion code that my mandelbulb code and others I have seen was based on).  In my case, to fix it I skipped a clipping sphere altogether and traced each ray from the origin (camera) along the direction vector.  The distance estimation takes care of the step size without needing the small initial step to the clipping plane/sphere.  Doing it this way gets rid of another user setting to have to tweak the front and back clipping planes.  Start from the camera, step along the ray until it exceeds the max iterations, distestimate<epsilon, or bailout.

This was the first movie I tried with this method.  No wraparound or clipping at all.

<a href="http://www.youtube.com/v/Kb4zig5veGQ&rel=1&fs=1&hd=1" target="_blank">http://www.youtube.com/v/Kb4zig5veGQ&rel=1&fs=1&hd=1</a>

Hopefully this helps others with the same issue.

Jason.
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