openglcamerashaderdistortionfisheye

Camera lens distortion in OpenGL


I'm trying to simulate lens distortion effect for my SLAM project. A scanned color 3D point cloud is already given and loaded in OpenGL. What I'm trying to do is render 2D scene at a given pose and do some visual odometry between the real image from a fisheye camera and the rendered image. As the camera has severe lens distortion, it should be considered in the rendering stage too.

The problem is that I have no idea where to put the lens distortion. Shaders?

I've found some open codes that put the distortion in the geometry shader. But this one I guess the distortion model is different from the lens distortion model in Computer Vision community. In CV community, lens distortion usually occurs on the projected plane.

This one is quite similar to my work but they didn't used distortion model.

Anyone have a good idea?

I just found another implementation. Their code implemented the distortion in both of fragment shader and geometry shader. But fragment shader version can be applied in my situation. Thus, I guess the following will work:

# vertex shader
p'=T.model x T.view x p
p_f = FisheyeProjection(p') // custom fish eye projection

Solution

  • Lens distortion usually turns straight lines into curves. When rasterizing lines and triangles using OpenGL, the primitives' edges however stay straight, no matter how you transform the vertices.

    If your models have fine enough tesselation, then incorporating the distortion into the vertex transformation is viable. It also works if you're rendering only points.

    However when your aim is general applicability you have to somehow deal with the straight edged primitives. One way is by using a geometry shader to further subdivide incoming models; or you can use a tesselation shader.

    Another method is rendering into a cubemap and then use a shader to create a lens equivalent for that. I'd actually recommend that for generating fisheye images.

    The distortion itself is usually represented by a polynomial of order 3 to 5, mapping undistorted angular distance from the optical center axis to the distorted angular distance.