I am working on a simulator to project a realistically scaled object onto the screen. Eg. The person stands 3.8 M away from the screen, so a 1 meter cube placed 3.8M in front of the camera should measure out to be 1M on the projector screen.
Is there any formula I can use to prove that the perspective is properly scaling, eg. If I move the object back to 4M from the camera I can use a formula to prove that it is the proper scaling to the human eye?
Help finding Realistic Perspective Scaling and Forumla's to prove
Started by captaincheerios, Mar 16 2012 03:00 PM
5 replies to this topic
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#3 Members - Reputation: 560
Posted 19 March 2012 - 08:53 AM
Your FOV for your objects camera must equal the FOV of the projector... Also remember that FOV in 3d apps is generally a vertical measure. What you will likely find though, is that a real world FOV doesn't translate well to FOV for an in game camera. Our eyes have a horizontal FOV of almost 180, but only about 90 vertically. this aspect ratio is difficult to map to standards. On a computer screen this would equate to having blinders on. To see an accurate projection on a monitor would mean that our view window would only cover about 1/6th of our actual view space. It's actually very similar to how we see with a scope or binoculars.
#4 Members - Reputation: 122
Posted 19 March 2012 - 12:25 PM
The blinders aspect is acceptable as I only am concerned with objects scaling at a distance. So even if its like looking at the world through a window I just want to make sure that the object at X distance appears to be the same scale as an object at X distance. Thank you for your input and I am definately going to be comparing the FOV of the projector to make sure everything works out.






