Microsoft Knowledge Base |
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INFO: Camera Projection Planes (Asymmetrical Viewing Frustum) |
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Last reviewed: July 11, 1997
Article ID: Q171199 |
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The information in this article applies to:
SUMMARYThis article is provided to offer an explanation for asymmetrical viewing frustum.
MORE INFORMATIONTo match real-world camera viewing with the camera in SOFTIMAGE 3D, the metaphor of a projection plane located some distance away from the focal center of the camera is used. By changing a camera's projection plane parameters, you create an asymmetrical camera in SOFTIMAGE 3D. These projection plane parameters (such as the projection plane's distance, size, and offset) are only available in the Spreadsheet window. A normal computer graphic (CG) camera's viewing frustum is symmetrical; that is, if the field of view is n degrees, the top of the frustum is angled n/2 degrees up and the bottom is n/2 degrees down from the viewing direction. The horizontal angles of the frustum also share symmetry and can be determined based on the vertical fields of view and the aspect ratio. An asymmetrical camera does not have these restrictions. In SOFTIMAGE 3D, you can specify an asymmetrical camera through a projection plane representation. To do this, you specify the distance to an imaginary projection plane as well as its size in X and Y and its offset from the viewing direction in X and Y. Note that even when you offset it, the imaginary view plane always remains perpendicular to your viewing direction. The following two examples are ways in which you would use an asymmetrical camera:
Example 1If you need to model a real camera that has the following attributes:
Example 2Asymmetrical viewing frustums are also necessary to obtain accurate stereo perspective projections. The often-used approximation method of rotating the camera a bit to the right for the left eye and a bit to the left for the right eye is a reasonable approximation, but producing correct stereo projection images requires the use of asymmetrical frustums.
REFERENCESSOFTIMAGE 3D Reference Guide: A to H, Interface page 86 SOFTIMAGE 3D Animating User's Guide page 270 If you have any questions concerning the information contained in this article, contact support@softimage.com by e-mail. |
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Keywords : kbgraphic si si3d si3dcam kbinfo
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