Field of View: Difference between revisions

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FOV stands for Field of View.
FOV stands for Field of View.


Increasing the Field of View creates a Zooming Out effect, whereas Decreasing it creates a zooming in effect.
The field of view is the maximum angle between the two sides of a person or cameras vision. In HL2 and most other games, field of view is a measure of the vertical angle, as resolutions with different aspect ratios must adhere to this vertical field of view, while allowing a different horizontal field of view. This is how widescreen becomes a wider view, rather than just cropping off the top and bottom of the square image.
 
The field of view can also be altered to acheive a warping effect, where far objects appear further away and close objects appear closer for example. To obtain the most realistic perspective, the field of view is calculated as the amount of angular space a computer monitor or television takes up in the average users eyesight.
 
Taking the FOV angle into consideration for a standard perspective transform (linear) involves multiplying the Z co-ordinate by the tangent of the field of view divided by 2.
 
z' = z * tan( fov / 0.5 )
 
The most common use of altering the field of view is to simulate zooming, since zooming with a real camera uses the same effect of compressing (or expanding, for wide angle lenses) the depth (z) range.


==See Also==
==See Also==

Revision as of 09:20, 14 July 2005

FOV stands for Field of View.

The field of view is the maximum angle between the two sides of a person or cameras vision. In HL2 and most other games, field of view is a measure of the vertical angle, as resolutions with different aspect ratios must adhere to this vertical field of view, while allowing a different horizontal field of view. This is how widescreen becomes a wider view, rather than just cropping off the top and bottom of the square image.

The field of view can also be altered to acheive a warping effect, where far objects appear further away and close objects appear closer for example. To obtain the most realistic perspective, the field of view is calculated as the amount of angular space a computer monitor or television takes up in the average users eyesight.

Taking the FOV angle into consideration for a standard perspective transform (linear) involves multiplying the Z co-ordinate by the tangent of the field of view divided by 2.

z' = z * tan( fov / 0.5 )

The most common use of altering the field of view is to simulate zooming, since zooming with a real camera uses the same effect of compressing (or expanding, for wide angle lenses) the depth (z) range.

See Also

Angle_of_view