Well, google street view is completely full of parallax errors and its not a
problem. We are still able to know the places where we want to go before
going there. Its ok for its objective, isn't it?

[ ]s, Carlos.

2011/5/22 kfj <_...@yahoo.com>

> On 22 Mai, 12:03, Felix <rhou...@gmail.com> wrote:
> >
> > I find that some multi camera panorama system like Ladybug has no
> > these kind of parallax error?
> > Or they just use software correction?
>
> no idea. The only way to avoid parallax is to not move your optical
> system's no-parallax-point. That's why panoramas are usually done
> sequentially. If you use several cameras, there is no way to make them
> all share a NPP, but multi-camera designs of course try and arrange
> the cameras so that their respective NPPs are as close as possible. If
> you can't accept the parallax, you need to use a very wide angle lens
> and capture the scene in a single shot. If the optical system is good
> and the sensor has high resolution, I think this is preferable anyway.
> Consider spherical mirrors and friends.
>
> > By the way, with Hugin, XYZ Z is for mosaics of images of plane
> > surfaces. But why it's not for 360 degree panoramas? For Hugin nona,
> > it's just put multi image together with lens correction like plane
> > surfaces?
>
> It's not there because noone has implemented it. If you make
> simplifying assumptions along the lines of the images being flat on
> the inside of a spherical surface and the viewpoint change consists in
> looking on that spherical surface from some other place than the
> sphere's center, you may succeed partially. But it won't help against
> parallax, which is the main problem with a changed viewpoint. In
> mosaics, the simplifying assumption is that your images are of a flat
> surface, that's why it works there, but as soon as your subject isn't
> flat it runs into problems as well. Consider
>
> http://wiki.panotools.org/Stiching_a_photo-mosaic
>
> In the end, with a multi-camera setup you'll usually end up with your
> problem:
> 'When I correct "near area", then "far area" incorrect. And correct
> "far area", then "near area" incorrect.'.
> When I'm confronted with this problem, I usually go for 'far area
> correct', since I do landscapes. I keep control points from just below
> the horizon to the sky and optimize with them, then let the stitcher
> do it's best job. Never mind a few mistakes in the floor.
>
> Kay
>
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