Drawing Equirectangular VR Panoramas with Ruler, Compass, and Protractor

IF 0.2 0 HUMANITIES, MULTIDISCIPLINARY Journal of Science and Technology of the Arts Pub Date : 2018-04-03 DOI:10.7559/CITARJ.V10I1.471
A. Araújo
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引用次数: 26

Abstract

This work presents a method for drawing Virtual Reality panoramas by ruler and compass operations. VR panoramas are immersive anamorphoses rendered from equirectangular spherical perspective data. This data is usually photographic, but some artists are creating hand-drawn equirectangular perspectives to be visualized in VR. This practice, that lies interestingly at the interface between analog and digital drawing, is hindered by a lack of method, as these drawings are usually done by trial-and-error, with ad-hoc measurements and interpolation of pre-computed grids, a process with considerable artistic limitations. I develop here the analytic tools for plotting all great circles, line images and their vanishing points, and then show how to achieve these constructions through descriptive geometry diagrams that can be executed using only ruler, compass, and protractor. Approximations of line images by circular arcs and sinusoids are shown to have acceptable errors for low values of angular elevation. The symmetries of the perspective are studied and their uses for improving gridding methods are discussed.
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用标尺、指南针和量角器绘制等矩形VR全景
本文提出了一种通过标尺和指南针操作绘制虚拟现实全景图的方法。VR全景是根据等矩形球形透视数据渲染的沉浸式变形。这些数据通常是摄影的,但一些艺术家正在创建手绘的等矩形透视图,以便在VR中可视化。有趣的是,这种做法位于模拟和数字绘图之间的界面,由于缺乏方法而受到阻碍,因为这些绘图通常是通过反复试验、特别测量和预计算网格的插值来完成的,这一过程具有相当大的艺术局限性。我在这里开发了绘制所有大圆、线图像及其消失点的分析工具,然后展示了如何通过仅使用标尺、指南针和量角器即可执行的描述性几何图来实现这些构造。通过圆弧和正弦曲线对线图像的近似被证明对于低的角仰角值具有可接受的误差。研究了透视图的对称性,并讨论了它们在改进网格方法中的应用。
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来源期刊
Journal of Science and Technology of the Arts
Journal of Science and Technology of the Arts HUMANITIES, MULTIDISCIPLINARY-
CiteScore
0.40
自引率
0.00%
发文量
0
审稿时长
12 weeks
期刊介绍: The Journal of Science and Technology of the Arts (CITARJ) covers a wide range of topics related to the study and practice of Artistic work approached through Science and Technology, including: -Aesthetics of New Media- Audiovisual and Cinematic Art- Computer Music- Digital Arts - Digital Culture- Generative Art/Systems- Interactive Art - Interactive Multimedia- Interactive Sound- New Interfaces for Digital Expression- New Media Art- Tangible interfaces.
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