Given coordinate system, eye positioned

at {x0 y0 z0}, the FOV, and the direction

I am looking (in angles about x,y,z axis)...

How can I calculate the footprint of the FOV

in a plane parallel to z (altitude) ?

(I really need the x,y of the 4 points of my

rectangular fov footprint at plane z = z0)

I think that the (x,y) of each of the 4 points at z0 will be (x0,y0) because

the eye position is right at the very tip of the view fustrum...

Quote:> Given coordinate system, eye positioned

> at {x0 y0 z0}, the FOV, and the direction

> I am looking (in angles about x,y,z axis)...

> How can I calculate the footprint of the FOV

> in a plane parallel to z (altitude) ?

> (I really need the x,y of the 4 points of my

> rectangular fov footprint at plane z = z0)

> Given coordinate system, eye positioned at {x0 y0 z0}, the FOV, and

> the direction I am looking (in angles about x,y,z axis)... How can

> I calculate the footprint of the FOV in a plane parallel to z

> (altitude) ? (I really need the x,y of the 4 points of my

> rectangular fov footprint at plane z = z0)

In other planes of constant z, there can be anywhere between zero and

four, depending on your FOV, view direction and roll angle. E.g, if

you're looking straight up, with a full FOV smaller than 180 degrees,

you will not have any "footprint" at all in a plane below your eye

point.

To find them, shoot rays from your eye point into each view frustum

edge direction, and see whether (and where) there intersect that

plane.

--

Even if all the snow were burnt, ashes would remain.

1. Horizontal FOV to vertical FOV conversion

Hi,

I'm currently making a program which displays a 3D scenes through a virtual

camera. One of the camera parameter is the FOV measured in a vertical

orientation. I call this parameter "FovY" (Y for Y axis).

I'm getting the Fov value from a camera created in 3DSMax. Unfortunately,

the given Fov is measured in an horizontal orientation. I call this Fov

"FovX".

I would like to get this FovY information, and it seems the only way to get

it is to convert the FovX given a conversion formula.

3DSMax can displays the FovY, but there is no way to get this information.

I've been drawing curves which shows the relation between the FovX and the

FovY given an AspectRatio. When the aspect ratio is 1, you get a straight

line going from (0,0) to (180,180). It corresponds to f(x) = x.

(FovX is represented by the horizontal axis, FovY by the vertical)

But when the AspectRatio increases, you don't get a linear relation. You get

a curvy line, which centers going down in the direction of the point

(0,180).

Is there a known formula to convert FovX to FovY, or is this just a trick

from 3DSMax ?

regards,

Hadrien - Darken/Loveboat

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