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Hi, i would like to know if, with pov ray, and in particulary with the use of
sees in reality and how it sees; this in order to check for occlusion with other
objects in the scene.
thanks
Cris
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On 31/07/2012 9:51 AM, CRIS wrote:
> Hi, i would like to know if, with pov ray, and in particulary with the use of
> the object 'camera' i'm able to simulate and know which object a real camera
> sees in reality and how it sees; this in order to check for occlusion with other
> objects in the scene.
> thanks
> Cris
>
>
Hi Cris,
I am not too sure what you mean. I think that the best way to see what
picking up your meaning.
On the other hand, if you use a PovRay modeller then you get an OpenGL
view from the camera. As well as plan and elevation views.
--
Regards
Stephen
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Stephen <mcavoys_at@aoldotcom> wrote:
> On 31/07/2012 9:51 AM, CRIS wrote:
> > Hi, i would like to know if, with pov ray, and in particulary with the use of
> > the object 'camera' i'm able to simulate and know which object a real camera
> > sees in reality and how it sees; this in order to check for occlusion with other
> > objects in the scene.
> > thanks
> > Cris
> >
> >
> Hi Cris,
> I am not too sure what you mean. I think that the best way to see what
> picking up your meaning.
> On the other hand, if you use a PovRay modeller then you get an OpenGL
> view from the camera. As well as plan and elevation views.
>
>
> --
> Regards
> Stephen
In fact I have not explained very well; in practice I want to know if povray
faithfully reproduces the view of a real camera, but i think the answer is 'yes'
because this is the main functionality of povray.
thanks
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Le 01/08/2012 10:16, CRIS a écrit :
> Stephen <mcavoys_at@aoldotcom> wrote:
>> On 31/07/2012 9:51 AM, CRIS wrote:
>>> Hi, i would like to know if, with pov ray, and in particulary with the use of
>>> the object 'camera' i'm able to simulate and know which object a real camera
>>> sees in reality and how it sees; this in order to check for occlusion with other
>>> objects in the scene.
>>> thanks
>>> Cris
>>>
>>>
>> Hi Cris,
>> I am not too sure what you mean. I think that the best way to see what
>> the camera sees is to render the scene. So I don’t think that I am
>> picking up your meaning.
>> On the other hand, if you use a PovRay modeller then you get an OpenGL
>> view from the camera. As well as plan and elevation views.
>>
>>
>> --
>> Regards
>> Stephen
>
> In fact I have not explained very well; in practice I want to know if povray
> faithfully reproduces the view of a real camera, but i think the answer is 'yes'
> because this is the main functionality of povray.
> thanks
>
>
It depends on the kind of camera you use and the kind of camera you
specify for povray.
See:
> http://wiki.povray.org/content/Reference:Camera#Types_of_Projection
For instance, you might want to specify the actual angle of a
perspective camera. (not all real camera have the same angle, a zoom
might change it too!)
--
Those who would give up Essential Liberty to purchase <
a little Temporary Safety, deserve neither Liberty nor Safety.
Benjamin Franklin
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Am 01.08.2012 10:16, schrieb CRIS:
> In fact I have not explained very well; in practice I want to know if povray
> faithfully reproduces the view of a real camera, but i think the answer is 'yes'
> because this is the main functionality of povray.
Actually, it's much more complicated than that.
What it /does/ faithfully reproduce is a pinhole camera (using the
"perspective" camera), or a single-lens camera; but those distort
objects seen at wide angles in an undesired fashion, so modern lens
systems introduce additional "shaping" of the image countering this
effect. OTOH this "shaping" has the unintended but inevitable side
effect of bending straight lines, so camera manufacturers always need to
make a trade-off there, and might make different choices for individual
lens models.
So faithfully reproducing "a" real camera would require knowledge about
that particular camera's exact properties, and a way to inform POV-Ray
about it. POV-Ray doesn't go as far as that - it just offers /one/
individual choice of such trade-off (using the "ultra_wide_angle" camera).
That said, if you are only interested in the question of which objects
are occluded by other objects, there is no difference between individual
camera lens systems: As long as you ignore focal blur, they're all
equivalent to using a classic pinhole camera and then applying some
distortion filter to the resulting 2D image.
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