Hi,
I am working with CAVE2 system (a 320-degree workspace of 72 screens). I am having a problem with the visualized view of the camera.
The ndisplay view: Running for example the NDisplay sample demo, we could see the side columns in our CAVE2 are blended with very sharp curves which should not be the case. For us, we think we have a “barrel effect” typical for extra-wide view cameras. The artifacts between columns are consistent with over-compensating for angles and distance. The images seem like the camera angle is wrong, not sure how and when n-display over-writes the camera angle of Unreal but it must do since us changing the angle in Unreal does not impact the image displayed. We would see similar effect if the perspective projection reduces the size of objects twice as fast as it has to (i.e. perspective horizon is too close). We have checked the coordinates and angles and they seem OK to us.
Any tips or suggestions to sort out this issue will be appreciated.
Note: the issue is there with or without the head tracker.
Thanks