POV-Ray : Newsgroups : povray.binaries.animations : user_defined camera sample Server Time
1 Nov 2024 21:20:40 EDT (-0400)
  user_defined camera sample (Message 1 to 2 of 2)  
From: ABX
Subject: user_defined camera sample
Date: 18 Feb 2003 14:38:02
Message: <nq155v8t8alc9mtvokun6h9qsfc5me5nd6@4ax.com>
Here is an example of rendering with user_definned camera (patch). Essentially
it is camera type where rays sended from camera are defined using functions.
Using user_defined camera you can mimic all already existing camera types as
well as you can average (coordinates, not result) two views, select subviews,
etc, etc. Rays can be placed at any place in any direction. Camera's 'surface'
can have discontinuity areas (correct word?). In posted example there is only
one camera. Four subviews are simple joined using function{select(,,,)} with
other functions. They are as follow:

  top-left     - perspective camera with low angle - nearly orthogonal
  top-right    - rays starts from wall of cylinder but are 'angled' like in 
                 perspective camera so rays are not parallel to plane
  bottom-left  - simple perspective camera
  bottom-right - averaging from spherical camera to orthogonal, from one 
                 location to another

Still version in p.b.i. Any comments ?

ABX


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Attachments:
Download 'user_defined_camera.mpg' (536 KB)

From: Remco de Korte
Subject: Re: user_defined camera sample
Date: 18 Feb 2003 17:13:39
Message: <3E52AF6F.9F1A5A83@onwijs.com>
ABX wrote:
> 
> Here is an example of rendering with user_definned camera (patch). Essentially
> it is camera type where rays sended from camera are defined using functions.
> Using user_defined camera you can mimic all already existing camera types as
> well as you can average (coordinates, not result) two views, select subviews,
> etc, etc. Rays can be placed at any place in any direction. Camera's 'surface'
> can have discontinuity areas (correct word?). In posted example there is only
> one camera. Four subviews are simple joined using function{select(,,,)} with
> other functions. They are as follow:
> 
>   top-left     - perspective camera with low angle - nearly orthogonal
>   top-right    - rays starts from wall of cylinder but are 'angled' like in
>                  perspective camera so rays are not parallel to plane
>   bottom-left  - simple perspective camera
>   bottom-right - averaging from spherical camera to orthogonal, from one
>                  location to another
> 
> Still version in p.b.i. Any comments ?
> 
> ABX
> 

Cool!
I didn't quite understand what you were up to with the user defined
camera, but now I see its use. It's obviously also very handy for
splitscreen animation :)

Remco


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