I am currently working on an application that involves simulating barcodes in 3D space. I am taking full resolution camera captures and sending the images to a program that can decode the barcodes. One issue I am having is that when I move the camera to far away from the barcode texture, the barcode texture starts to morph in an unrealistic way. Instead of blurring more (kind of like how a real camera would capture a far away barcode), the texture becomes distorted in a way that makes the code unreadable. I am trying to figure out how to make a more "true to life" visual simulation of a far away barcode that would more accurately portray what a camera would really see. Performance is NOT a concern, and I know a lot of Unity's work on antialiasing and downsampling might avoid realism for the sake of performance. What are my options here?
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