Hello,
I want to simulate panoramic image functionality, physically accurate. Similar to the functionality in smartphones today, but in two axis (the camera is also turned vertically).
Known is the horizontal / vertical FOV of the camera lens (eg. 18 degree horiz., and 24 degree vert.), and that of the panorama (eg. 150° horiz., and 80° vert.).
The problem is, no matter how wide the FOV is set in an unreal engine camera (e.g. 150° horiz., and 80° vert.), the engine seems to straighten the curves that are immanent in wide angle / panoramic images.
How can I get the real, not corrected image, with distortion?
Here a simplified example. These lines show two walls from the top view. The camera is mounted a bit above the walls. Although the FOV of the camera is very large, it shows the two lines parallel:
This is NOT what I need. I need it “distorted”, like the blue lines:
In comparison to the black lines, not only are these blue lines bent. Additionally, the farther to the left/right side of the image, the more of the outside floor gets into view.
How can I achieve this?
Many thanks in advance
Julian