Hey there!
I’m interested in using the Camera Calibration plugin in Unreal Engine for systems that require accurate modeling of lens distortion, particularly for fisheye and ultrawide lenses (with fields-of-view greater than 180 degrees).
It appears that the Camera Calibration plugin natively supports radial distortion models, which map real-world pixels radially to other pixel locations on the image plane, and the intro page for the plugin states
- “The plugin’s tools and framework are extensible and flexible to support a wide range of lenses and workflows.”
- “The plugin is extensible and provides the ability to add support for additional models with different parameters.”
However, it’s not clear to me if this includes support for fisheye and other ultrawide (> 180 degree FOV) lenses. The distortion of such lenses is typically modeled by mapping image pixels to unit vectors (rays) and transforming those, rather than by a simple radial transformation. This allows for the correct handling of extreme distortions, including cases where a pixel in the image corresponds to a direction behind the camera.
My questions are:
- Does the Camera Calibration plugin support distortion models that map pixels to rays (unit vectors), as required for fisheye and ultrawide lenses?
- If not natively supported, are there recommended workflows or extensions for handling such lenses within Unreal Engine?
Thanks!
Connor