[Papervision3D] Camera FoV

Peter Kapelyan flashnine at gmail.com
Tue Jun 12 20:53:42 EDT 2007


Hi, I seriously DOUBT it because it is not truley 3d...however I am sure it
comes very close.
Also I realize you maybe have answered your own question! I don't think zoom
will help you because I believe it in effect the same as moving the camera
closer to the focal point, so it almost seems like zoom might not play a
part in your scenario unless maybe you convert it to a Z position? Just an
idea.
-Pete


On 6/12/07, Marcelo Caetano Martins Muniz <marcelo at ciestudios.com> wrote:
>
>  I can't give you a code example but I'll give you the scenario.
>
>
>
> I have renderers implemented in Directx and OpenGL that output renders
> (images) to me.
>
> In these renderers I can set any value as diagonal field of view to the
> camera.
>
>
>
> What I wanna do is to use a low poly version of my 3d models in
> papervision, so the user can set the camera position in the scene, click on
> a button to render and I output an image of the same scene rendered using
> high poly 3d models on my renderers.
>
>
>
> The default diagonal FoV that I use in the renderers is 25. The flash
> stage and the output image have the same size 622x310. I could synchronize
> the papervision camera with my renderers using the following formula to find
> the papervision camera focus:
>
> var diagonalFOV:Number = 25;
> var width:Number = 622;
> var height:Number = 310;
> var w:Number = width;
> var h:Number = height;
> var d:Number = Math.SQRT((w * w) + (h * h)) ;
> var focalDistance:Number = d * Math.TAN(diagonalFOV / 2.0) ;
>
> And I had to manually adjust the papervision camera zoom until it matches
> the rendered images.
>
>
>
> I have the following questions:
>
> 1) Does the papervision camera focus represent the focal distance that we
> find in any standard 3D game library (DirectX/OpenGL) for camera settings?
> 2) How can I calculate automatically the papervision camera focus and zoom
> if I give you as input my stage size and diagonal field of view?
>
> Thank you,
>
> Marcelo Muniz
>  ------------------------------
>
> *From:* Papervision3D-bounces at osflash.org [mailto:
> Papervision3D-bounces at osflash.org] *On Behalf Of *Peter Kapelyan
> *Sent:* terça-feira, 12 de junho de 2007 20:57
> *To:* Papervision3D at osflash.org
> *Subject:* Re: [Papervision3D] Camera FoV
>
>
>
> Ok I am back - can you send me any code (hopefully flex as3 or cs3)?
> I will try to give you a good answer!
> -Pete
>
>
>
> On 6/12/07, *Marcelo Caetano Martins Muniz* <marcelo at ciestudios.com>
> wrote:
>
> Ok. I'll be waiting for you response.
>
>
>  ------------------------------
>
> *From:* Papervision3D-bounces at osflash.org [mailto:Papervision3D-bounces at osflash.org]
> *On Behalf Of *Peter Kapelyan
> *Sent:* terça-feira, 12 de junho de 2007 15:30
> *To:* Papervision3D at osflash.org
> *Subject:* Re: [Papervision3D] Camera FoV
>
>
>
> Hi someone posted a calculator or something (my suggestion). I will look
> tonight - literally out the door now.
> -Pete
>
>
>
> On 6/12/07, *Marcelo Caetano Martins Muniz* < marcelo at ciestudios.com>
> wrote:
>
> Hi,
>
>
>
> I still got no answer about how to calculate the camera Field of View
> using focus and zoom.
>
>
>
> I did some research and I find out how to calculate focalDistance, is it
> the same as the camera focus?
>
> Here is formula I found how to convert diagonalFOV to focalDistance.
>
>
> var diagonalFOV:Number = 25;
>
> var width:Number = 622;
>
> var height:Number = 310;
>
> var w:Number = width  ;
>
> var h:Number = height  ;
>
> var d:Number = Math.SQRT((w * w) + (h * h)) ;
>
> var focalDistance:Number = d * Math.TAN(diagonalFOV / 2.0) ;
>
>
>
> If focalDistance is the same as the camera focus, it still doesn't make
> sense how to calculate the correct camera zoom for one selected FoV.
>
> Does anyone have some clue to this puzzle?
>
>
>
> Thanks,
>
> Marcelo Muniz
>
>
>
>
>
>
>
>
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