Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
2. I would just call this perspective -- it does not matter that we are in hyperbolic space. You can also check out the "Hyperbolic VR" (which also supports binocular vision).
3. Yes. HyperRogue actually uses this method for 3D rendering (except the binocular vision) -- we get the Klein model indeed if we look at the hyperbolic plane, but if the floor is actually an equidistant surface, and the camera is placed correctly, we get the Poincaré disk model. Read the help texts for parameters in the 3D mode config to learn more.
5. In the Minkowski Hyperboloic model, point in distance d has coordinates (x,y,z) = (sinh(d), 0, cosh(d)). In Gans model the radial distance from origin of such a point is x, in Klein model it is x/z, in Poincaré it is x/(1+z).
I like the azimuthal equidistant projection, it's like an observer of a hyperbolic scene interprets it as a distorted Euclidean scene, and tries to reconstruct the scene in their mind.
I was wondering ... in Euclidean space, a natural perspective projection uses a viewplane, while a fisheye perspective[mathworld.wolfram.com] that distorts the view projects the scene onto the surface of a hemisphere, and from there onto the underlying circle. What would be natural in hyperbolic space?
I had "Hyperbolic VR" in mind when I wrote this thread, glad to read they are basically using the same method. Iirc. they are using a higher-dimensional variant of the Minkowski Hyperboloid model.
I'll try to make sense of the distance values in the Klein / Poincaré / Gans model, I think Fulgur14 may have explained them before.
Therefore for human uses I think that projecting on a plane is natural. For creatures living in the hyperbolic plane, we would have to ask what surface are they using for their screens -- I think they would be using planes too.
If they're living on an earth-like planet, then the planet-surface would be close to horospherical, and it would make sense to have tables and floors with a near-horospherical surface, unless they want objects to be pulled to the center of a flat table or floor. And if objects with a horospherical surface are common, they might have horospherical screens (curved towards the viewer) as well, if the viewer is expected to be at a certain minimum distance, and within a certain viewing field.
So I wouldn't be surprised if anything between flat and horospherical is common, depending on the application. It would be interesting to see a comparison between a perspective projection that uses a flat and a horospherical view-"plane"; I wonder if using one of those and modifying the FoV parameter could look similar to the other(?).