Um, to clear one thing up, this hasn't been yet truely four dimensional stuff.
One can parameterize a location vector in Cartesian coordinate system as:
r(t) = x(t)i + y(t)j + z(t)k
where x(t), y(t) and z(t) are some (preferably continuous) functions of time and i, j and k are the Cartesian unit vectors.
When it comes to the motion of particles, elementarily they are defined by the second time derivative of the location vector:
d2r(t) / dt2
This is the acceleration of a particle.
The actual difference between four dimensional and three dimensional stuff is that in Galilean transformations the t parameter is assumed the same for everyone, while in relativistic stuff t is not at all the same for everybody.
Now when that is said, Aardwolf, it is perfectly explainable that things infinite distance away work well while things closer to the "warp cylinder" do not work so well. This is simply because:
1) A cylindrical "refraction" (or how you call it in this case) system cannot image point as a point to the observer, but it will work as a point to line transformer. For example, you have to think about a star, which is imaged by a cylindrical lens. Now the rays starting from the star are arriving on the cylinder lens think about the local curvature that the ray sees. In other direction, there is no curvature (hence cylinder) and along the perpedicular axis there is normal spherical curvature. So now rays say "Crickey, there is refractional power along the other axis, but no power at all along the other axis!" So, the bastards focus only in the direction of the other axis, while continuing freely and unrivaled along the other axis. Thus the point (star is pretty good approximation of a point) is spread as a line.
2) When imaging a system infinite distance away, imaging is close to perfect since the rays are pretty much arriving parallel to the observer's imaging system's first surface, which allows the imaging system to work as ideally as possible. When the object is closer, there is always divergence added, and thus the image of those objects will appear as blurred (out of focus).
This is not to undermine your work efforts, the effect is quite good. As a side note one could try applying the refraction laws of rays in a cylindrical lens which would have a varial radius and a varial index (several Snell's law calculation required depending on the number of index steps) along the rotation axis on the problem, the effect would be approximately the same for the observer. I'm not sure which is computationally faster though.
I should shut up about this since this is starting to parallel my actual daily work as optical engineer...
Mika
EDIT: Typos