The warping can be implemented in OpenGL by
applying the cubic maps as textures on a suitably
constructed mesh. This mesh is made up of nodes and
texture coordinates derived from the simulation such that
when the cubic maps are applied as textures and the result
viewed with an orthographic camera, the result is the
desired warped image. Equally one could first create a
fisheye image and then apply that to a different mesh, but
one that creates the same visual effect, namely an
undistorted view on the display surface. Fig. 7 shows the
triangular mesh onto which four cubic maps are applied
in order to create a fisheye image as well as the triangular
mesh that achieves a warped result for projection using a
spherical mirror into the same upright hemispherical
dome surface. The texture coordinates at each node are
obviously important but can’t be readily illustrated