POV-Ray : Newsgroups : povray.binaries.animations : Classic Hitchcock zoom effect (126kbbu) Server Time
20 Jul 2024 15:32:08 EDT (-0400)
  Classic Hitchcock zoom effect (126kbbu) (Message 1 to 10 of 10)  
From: David Fontaine
Subject: Classic Hitchcock zoom effect (126kbbu)
Date: 22 Nov 2000 00:12:44
Message: <3A1B54D8.C3B44DED@faricy.net>
I don't normally read this group, cuz it takes a lot of bandwidth, and I
can't fix AVI viewing in NN (it says "handled by plugin" and won't let
me edit it, stupid QuickTime, grr). And I don't do much animation at all
because it's too slow and too involved.

The classic Hitchcock zoom. If you're interested in the mathematics I
used (to create linear changes in width of the foreground and
background), just ask.

First attatchment shows the zoom in use, and second attatchment shows
the inner workings of the method.

Comments?

--
David Fontaine  <dav### [at] faricynet>  ICQ 55354965
My raytracing gallery:  http://davidf.faricy.net/


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Attachments:
Download 'horrzoom.mpg' (86 KB) Download 'zoomscrt.mpg' (41 KB)

From: Ben Paschke
Subject: Re: Classic Hitchcock zoom effect (126kbbu)
Date: 22 Nov 2000 01:00:24
Message: <3A1B61DE.877C3A55@rsp.com.au>
Ain't this called a 'vertigo pull', me hearties?
Arrrrrr. :)

Nice work, David.

-bep


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From: Pabs
Subject: Re: Classic Hitchcock zoom effect (126kbbu)
Date: 22 Nov 2000 02:14:33
Message: <3A1B72AA.4DE2AC33@hotmail.com>
David Fontaine wrote:

> Comments?

No but an observation - From the second mpg it is not obvious but from both
it seems that either the math is a bit out or none of your objects are aligned

in the plane of no change in projection area - the plane in which, no matter
where the camera is in such a sequence an object will occupy the same
proportion of the image.
If the lego pirate was in this plane it should jump out at you without getting
bigger AFAIK
--
Bye
Pabs


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From: David Fontaine
Subject: Re: Classic Hitchcock zoom effect (126kbbu)
Date: 25 Nov 2000 00:42:27
Message: <3A1F50C4.1A947C88@faricy.net>
Pabs wrote:

> David Fontaine wrote:
>
> > Comments?
>
> No but an observation - From the second mpg it is not obvious but from both
> it seems that either the math is a bit out or none of your objects are aligned
>
> in the plane of no change in projection area - the plane in which, no matter
> where the camera is in such a sequence an object will occupy the same
> proportion of the image.
> If the lego pirate was in this plane it should jump out at you without getting
> bigger AFAIK

Oh, is that how it's usually done? Well that's easy enough too :)

Here's what I was doing:

---------
|   a   /|
|      / |c
|-----/  |
| b  /|
|   / |
|  /  |d
| /   |
|/    |
C

C=camera, d varies with a and b, c is constant, clock = 0..1
I want a and b to change linearly, so
a = a0 + (a1-a0)*clock
b = b0 + (b1-b0)*clock
a/b = (d+c)/d, d = bc/(a-b)
angle = 2*atan(b/d) =
2*atan((b0+(b1-b0)*clock)/((b0+(b1-b0)*clock)*c/((a0+(a1-a0)*clock)-(b0+(b1-b0)*clock))))

Now you can do it for any rate of change in size :)

--
David Fontaine  <dav### [at] faricynet>  ICQ 55354965
My raytracing gallery:  http://davidf.faricy.net/


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From: David Fontaine
Subject: Re: Classic Hitchcock zoom effect (126kbbu)
Date: 25 Nov 2000 00:49:34
Message: <3A1F526F.D1D0FE6F@faricy.net>
Doh, I was doing it all wrong! To have the object in view change linearly, a and b
should
change at a rate of 1/x... right?

If object at a is 1 unit wide, then when a is x, it occupies 1/x the width of the
screen...
the inverse of 1/x is 1/x...

--
David Fontaine  <dav### [at] faricynet>  ICQ 55354965
My raytracing gallery:  http://davidf.faricy.net/


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From: Pabs
Subject: Re: Classic Hitchcock zoom effect (126kbbu)
Date: 27 Nov 2000 02:10:19
Message: <3A220931.995D563@hotmail.com>
I don't really know how it is done or the math behind it but
just my theories from what I have seen on TV.
--
Bye
Pabs


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From: Josh English
Subject: Re: Classic Hitchcock zoom effect (126kbbu)
Date: 27 Nov 2000 15:52:33
Message: <3A22C990.3EAFF886@spiritone.com>
And I was just starting to flesh out a tutorial on this for my page... Are you
changing the angle and then adjusting the distance or vice versa?

Josh

David Fountain wrote:

> I don't normally read this group, cuz it takes a lot of bandwidth, and I
> can't fix AVI viewing in NN (it says "handled by plugin" and won't let
> me edit it, stupid QuickTime, grr). And I don't do much animation at all
> because it's too slow and too involved.
>
> The classic Hitchcock zoom. If you're interested in the mathematics I
> used (to create linear changes in width of the foreground and
> background), just ask.
>
> First attatchment shows the zoom in use, and second attatchment shows
> the inner workings of the method.
>
> Comments?
>
> --
> David Fontaine  <dav### [at] faricynet>  ICQ 55354965
> My raytracing gallery:  http://davidf.faricy.net/
>
>   ------------------------------------------------------------------------
>                    Name: Horrzoom.mpg
>    Horrzoom.mpg    Type: WMPLAYER File (video/mpg)
>                Encoding: base64
>
>                    Name: Zoomscrt.mpg
>    Zoomscrt.mpg    Type: WMPLAYER File (video/mpg)
>                Encoding: base64

--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritonecom
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/


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From: ingo
Subject: Re: Classic Hitchcock zoom effect (126kbbu)
Date: 27 Nov 2000 16:15:59
Message: <Xns8FF9EF0B4seed7@povray.org>
Pabs wrote:

>I don't really know how it is done or the math behind it but
>just my theories from what I have seen on TV.
>

A vertigo was the first thing I posted on this server, its gone by now. 
Here's the code for a simple version.

#version 3.1
#include "colors.inc"
global_settings {assumed_gamma 1}
light_source {<500,500,-500> rgb<1,1,1>}

#declare WOV=2;
#declare StartAngle= 10;
#declare StopAngle= 120;
#declare CamAngle= StartAngle+(clock*(StopAngle-StartAngle));
#declare Zcam= WOV/tan(radians(CamAngle/2));

camera {
    location  <0,1,-Zcam>
    look_at   <0,1,0>
    angle CamAngle
}

sky_sphere {
    pigment {
        gradient y
        color_map { [0 color blue 0.6] [1 color rgb 1]}
    }
}

plane { 
  y, 0
  texture {
    pigment {
        checker color rgb <1,1,1> color rgb <0,0,1> 
        scale 0.25
    }
    finish {reflection 0.2}
  }
}

#declare Count= -2;
#while (Count<=2)
    cylinder {
        <0,0,0>,<0,2,0>,0.02
        translate <Count,0,0>
        texture {
            pigment {color White}
            finish {diffuse 1}
        }    
    }
    #declare Count= Count+0.5;
#end


Ingo

-- 
Photography: http://members.home.nl/ingoogni/
Pov-Ray    : http://members.home.nl/seed7/


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From: Pabs
Subject: Re: Classic Hitchcock zoom effect (126kbbu)
Date: 28 Nov 2000 01:30:52
Message: <3A235173.F7F381A1@hotmail.com>
ingo wrote:

> Pabs wrote:
> A vertigo was the first thing I posted on this server,

Now that's what I'm talking about.
David try that with your lego man & get back to us

> its gone by now.

I didn't know that messages expired here
--
Bye
Pabs


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From: David Fontaine
Subject: Re: Classic Hitchcock zoom effect (126kbbu)
Date: 3 Dec 2000 23:05:57
Message: <3A2B1773.DFC84CA7@faricy.net>
Josh English wrote:

> And I was just starting to flesh out a tutorial on this for my page... Are you
> changing the angle and then adjusting the distance or vice versa?

I was going for linear change in the size of the objects on the screen.

--
David Fontaine  <dav### [at] faricynet>  ICQ 55354965
My raytracing gallery:  http://davidf.faricy.net/


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