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From: Jonathan
Subject: Re: Custom reference point for perspective camera?
Date: 21 Oct 2004 17:55:00
Message: <web.41782fc4cdaafef5d114d2650@news.povray.org>
Let me make two things clear:
- I just want to move what makes a perspective camera different from a
spherical one.
- I fully understand 3D and stereo because I figured it out myself,
instead of looking at how others think it works. I mean it.

Jonathan


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From: Warp
Subject: Re: Custom reference point for perspective camera?
Date: 22 Oct 2004 04:28:58
Message: <4178c4ca@news.povray.org>
Jonathan <nomail@nomail> wrote:
> - I fully understand 3D and stereo because I figured it out myself,

  I'm just being pedantic here, but I don't see how the latter proves
the former...
  Have you ever though you might actually be *wrong* sometimes? ;)

-- 
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}//  - Warp -


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From: Jonathan
Subject: Re: Custom reference point for perspective camera?
Date: 22 Oct 2004 08:40:00
Message: <web.4178fe6bcdaafef5d114d2650@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
> Jonathan <nomail@nomail> wrote:
> > - I fully understand 3D and stereo because I figured it out myself,
>
>   I'm just being pedantic here, but I don't see how the latter proves
> the former...
>   Have you ever though you might actually be *wrong* sometimes? ;)

1. What is a perspective camera?
2. How is it used properly?
3. How is it used properly in cross-eyed stereo?

I can try to visualize the problem.

Jonathan


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From: "Jérôme M. Berger"
Subject: Re: Custom reference point for perspective camera?
Date: 22 Oct 2004 16:44:14
Message: <4179711e@news.povray.org>
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Jonathan wrote:
| Let me make two things clear:
| - I just want to move what makes a perspective camera different from a
| spherical one.
	AFAIK there is no difference between the two. Or rather "perspective
camera" doesn't mean anything by itself: it is either "spherical
perspective camera", or "cylindrical perspective camera" but when
people say just "perspective" they usually mean "spherical
perspective"...

| - I fully understand 3D and stereo because I figured it out myself,
| instead of looking at how others think it works. I mean it.
	Then maybe you should explain to us how *you* think it works, so we
can understand your problem (In fact, actually putting it in simple
words so that us morons can understand might help you figure out the
answer to your question).

		Jerome
- --
******************************
*      Jerome M. Berger      *
* mailto:jbe### [at] ifrancecom *
*  http://jeberger.free.fr/  *
******************************
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From: Jonathan
Subject: Re: Custom reference point for perspective camera?
Date: 22 Oct 2004 21:25:01
Message: <web.4179b13dcdaafef5d114d2650@news.povray.org>
=?ISO-8859-1?Q?=22J=E9r=F4me_M=2E_Berger=22?= <jbe### [at] ifrancecom> wrote:
> Jonathan wrote:
> | Let me make two things clear:
> | - I just want to move what makes a perspective camera different from a
> | spherical one.
>  AFAIK there is no difference between the two. Or rather "perspective
> camera" doesn't mean anything by itself: it is either "spherical
> perspective camera", or "cylindrical perspective camera" but when
> people say just "perspective" they usually mean "spherical
> perspective"...

I assume people who answer here know a perspective camera is
a perspective camera (but apparently some don't). Remember
that the keywords in pov are perspective and spherical (!).

> | - I fully understand 3D and stereo because I figured it out myself,
> | instead of looking at how others think it works. I mean it.
>  Then maybe you should explain to us how *you* think it works, so we
> can understand your problem (In fact, actually putting it in simple
> words so that us morons can understand might help you figure out the
> answer to your question).

Hopefully this will make it clear:
<http://home.filternet.nl/~eo000199/jonathan/povray/stereo.png>

The cylinders are perpendicular to both the 'real' and 'virtual' planes,
and end up at the 'reference point'. The rest is self-explanatory.

Note that this is almost 'perfect'. I was only too lazy to calculate
some minor rotations which would push it to the hard limit.

Jonathan


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