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captaincheerios

Help finding Realistic Perspective Scaling and Forumla's to prove

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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?

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Also any help for ideas of search terms of what I want would be helpful. I'm good with using equations its just been a few years since I've done any physics related to this subject.

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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.

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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.

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Glad I could help, I've been away from GD and programming in general for about a year(well i still lurk, always lurking). I hope you'll be posting up a video of the project at some point, it's always fun to see what others are working on.

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