Field of View

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Field of View

Now I want to cover the field of view a bit because it's very important when setting up the camera to perceive the world. Everything that can be visualized through a typical camera lens or even the viewing cone of the human eyes is usually measured in angles (mostly degrees). When you look straight ahead at your TV you may not see the walls of the room if they are too far outside the viewable area of your sight. This viewable area is called the field of view . The more you can see is the more the field of view angle increases . Too wide an angle produces a distorted perspective and too narrow an angle produces a flattened image. So you must tweak this angle to create a desirable image. I normally use a field of view of PI/3 (60 degrees) for my DirectX 3D engine at home. See Figure 5.5 for an example of the field of view. The image plane is divided into two events (top-to-bottom and left-to-right ), which create a center point. This center point will be used to generate rays for ray tracing.

Figure 5.5. Field of view.

graphic/05fig05.gif


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Focus On Photon Mapping
Focus On Photon Mapping (Premier Press Game Development)
ISBN: 1592000088
EAN: 2147483647
Year: 2005
Pages: 128
Authors: Marlon John

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