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From: SharkD
Subject: Re: New camera, or new camera docs illustrations.
Date: 10 Aug 2009 17:04:15
Message: <4a808b4f@news.povray.org>
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gregjohn wrote:
> It took me 13 years of povving to understand the camera. That is, to come up
> with the code for a box which exactly fills the screen, regardless of camera
> angle/ distance and image aspect ratio.
I don't see what the difficulty is. It's as simple as this:
camera
{
location <0,0,-4>
direction <0,0,+4> // reciprocal of location
up y
right x*image_width/image_height
}
// polygon centered on the origin with sides of length 1
polygon
{
4, <-1/2,-1/2>, <-1/2,+1/2>, <+1/2,+1/2>, <+1/2,-1/2>
pigment {color Red}
}
The trick here is to not use the angle and look_at keywords. In this
case, they're more trouble than they're worth. Also, if you omit the
image_width/image_height stuff, then it fills the viewport *exactly*,
regardless of the aspect ratio.
-Mike
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SharkD schrieb:
> gregjohn wrote:
>> It took me 13 years of povving to understand the camera. That is, to
>> come up
>> with the code for a box which exactly fills the screen, regardless of
>> camera
>> angle/ distance and image aspect ratio.
>
> I don't see what the difficulty is. It's as simple as this:
>
> ...
>
> The trick here is to not use the angle and look_at keywords. In this
> case, they're more trouble than they're worth. Also, if you omit the
> image_width/image_height stuff, then it fills the viewport *exactly*,
> regardless of the aspect ratio.
What you're doing is designing camera parameters so that a certain
"friendly" box fills the entire screen.
The OP's challenge, however, was quite different: From a given arbitrary
(potentially "unfriendly") camera perspective, compute parameters for a
box to fill the screen (possibly to overlay a border, signature or
whatever onto the image).
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From: Zeger Knaepen
Subject: Re: New camera, or new camera docs illustrations.
Date: 11 Aug 2009 04:29:22
Message: <4a812be2$1@news.povray.org>
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"clipka" <ano### [at] anonymousorg> wrote in message
news:4a80d86e$1@news.povray.org...
> SharkD schrieb:
>> gregjohn wrote:
>>> It took me 13 years of povving to understand the camera. That is, to
>>> come up
>>> with the code for a box which exactly fills the screen, regardless of
>>> camera
>>> angle/ distance and image aspect ratio.
>>
>> I don't see what the difficulty is. It's as simple as this:
>>
>> ...
>>
>> The trick here is to not use the angle and look_at keywords. In this
>> case, they're more trouble than they're worth. Also, if you omit the
>> image_width/image_height stuff, then it fills the viewport *exactly*,
>> regardless of the aspect ratio.
>
> What you're doing is designing camera parameters so that a certain
> "friendly" box fills the entire screen.
>
> The OP's challenge, however, was quite different: From a given arbitrary
> (potentially "unfriendly") camera perspective, compute parameters for a
> box to fill the screen (possibly to overlay a border, signature or
> whatever onto the image).
isn't that exactly why screen.inc was made?
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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