In this paper we introduce a novel real-time rendering technique for camera deformations that can be applied to lens distortions and non-realistic projections. Our technique is based on vertex shader textures and presents a hybrid approach working in both, image and object space. As the primal deformation is achieved by a vertex deformation in object space, our technique does not exhibit any artefacts known from pixel-based scaling techniques. Additionally, we present a novel approach for an automatic lensobject tracking that assists the user in manipulating and interacting 3D objects within the scene. Here, we developed a GPU-based technique for fast bounding box determination that is defined by a set of arbitrary vertices. We also discuss different techniques allowing the user to accurately select these vertices in a nonlinearly distorted environment. CR Categories: I.3.7 [Computing Methodologies]: COMPUTER GRAPHICS—Three-Dimensional Graphics and RealismColor, shading, shadowing,...