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		<title>Cycling 74  &#187;  Topic: camera lens angle bug?</title>
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		<pubDate>Tue, 18 Jun 2013 17:54:31 +0000</pubDate>
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					<guid>http://cycling74.com/forums/topic/camera-lens-angle-bug/#post-32389</guid>
					<title><![CDATA[camera lens angle bug?]]></title>
					<link>http://cycling74.com/forums/topic/camera-lens-angle-bug/#post-32389</link>
					<pubDate>Sat, 09 Jun 2007 22:42:42 +0000</pubDate>
					<dc:creator>ico</dc:creator>

					<description>
						<![CDATA[
						<p>I&#8217;ve been experimenting with various multiple screen arrangements in order<br />
to generate a CAVE-like environment. What I found out about jitter&#8217;s<br />
behavior is truly baffling.</p>
<p>Here&#8217;s a hypothetical situation:</p>
<p>1 camera is positioned at 0,0,1 (xyz) and looks at 0,0,0</p>
<p>1 camera is positioned also at 0,0,1, but it looks at -1,0,1 (therefore it<br />
is angled 90 degrees left from the other camera)</p>
<p>two cameras are being rendered to a separate matrix/window with identical<br />
openGL content, thus emulating the same scene with two viewports.</p>
<p>Now the logical thing would be to pick 90 degree angle of the camera lens<br />
and the two would mesh perfectly together, making a 45-degree diagonal line<br />
0,0,1 to -1,0,0 the vertical seam which connects the two viewports.</p>
<p>What I found out, however, is that the only way this connection works<br />
seamlessly is not by using camera angle of 90, but rather of 73.</p>
<p>So, does anyone know why is this so? The only logical conclusion would be<br />
that the camera is represented not as a point which spreads out into a<br />
rectangle but rather a smaller rectangle which grows into a larger one. Yet,<br />
I have no idea as to what is exactly the size of the smaller rectangle nor<br />
what actual angle it requires (other than the aforesaid .811111 ratio).</p>
<p>Best wishes,</p>
<p>Ivica Ico Bukvic, D.M.A.<br />
Composition, Music Technology, CCTAD, CHCI<br />
Virginia Tech<br />
Dept. of Music &#8211; 0240<br />
Blacksburg, VA 24061<br />
(540) 231-1137<br />
(540) 231-5034 (fax)<br />
<a href="mailto:ico@vt.edu">ico@vt.edu</a><br />
<a href="http://www.music.vt.edu/people/faculty/bukvic/" rel="nofollow">http://www.music.vt.edu/people/faculty/bukvic/</a></p>
<p><a href="http://ico.bukvic.net" rel="nofollow">http://ico.bukvic.net</a></p>
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					<guid>http://cycling74.com/forums/topic/camera-lens-angle-bug/#post-106450</guid>
					<title><![CDATA[Re: camera lens angle bug?]]></title>
					<link>http://cycling74.com/forums/topic/camera-lens-angle-bug/#post-106450</link>
					<pubDate>Sat, 09 Jun 2007 23:53:33 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>Have a look at the specs for glFrustum, gluPerspective  etc.  to see<br />
how the frustum&#8217;s are actually build.  Once you figure out what the<br />
left, right, top, and bottom coordinates of the camera frustum are for<br />
a particular lens angle etc., then you will understand what&#8217;s going<br />
on.<br />
HTH,<br />
wes</p>
<p>On 6/9/07, Ivica Ico Bukvic <ico @vt.edu> wrote:<br />
> I&#8217;ve been experimenting with various multiple screen arrangements in order<br />
> to generate a CAVE-like environment. What I found out about jitter&#8217;s<br />
> behavior is truly baffling.<br />
><br />
> Here&#8217;s a hypothetical situation:<br />
><br />
> 1 camera is positioned at 0,0,1 (xyz) and looks at 0,0,0<br />
><br />
> 1 camera is positioned also at 0,0,1, but it looks at -1,0,1 (therefore it<br />
> is angled 90 degrees left from the other camera)<br />
><br />
> two cameras are being rendered to a separate matrix/window with identical<br />
> openGL content, thus emulating the same scene with two viewports.<br />
><br />
> Now the logical thing would be to pick 90 degree angle of the camera lens<br />
> and the two would mesh perfectly together, making a 45-degree diagonal line<br />
> 0,0,1 to -1,0,0 the vertical seam which connects the two viewports.<br />
><br />
> What I found out, however, is that the only way this connection works<br />
> seamlessly is not by using camera angle of 90, but rather of 73.<br />
><br />
> So, does anyone know why is this so? The only logical conclusion would be<br />
> that the camera is represented not as a point which spreads out into a<br />
> rectangle but rather a smaller rectangle which grows into a larger one. Yet,<br />
> I have no idea as to what is exactly the size of the smaller rectangle nor<br />
> what actual angle it requires (other than the aforesaid .811111 ratio).<br />
><br />
> Best wishes,<br />
><br />
> Ivica Ico Bukvic, D.M.A.<br />
> Composition, Music Technology, CCTAD, CHCI<br />
> Virginia Tech<br />
> Dept. of Music &#8211; 0240<br />
> Blacksburg, VA 24061<br />
> (540) 231-1137<br />
> (540) 231-5034 (fax)<br />
> <a href="mailto:ico@vt.edu">ico@vt.edu</a><br />
> <a href="http://www.music.vt.edu/people/faculty/bukvic/" rel="nofollow">http://www.music.vt.edu/people/faculty/bukvic/</a><br />
> <a href="http://ico.bukvic.net" rel="nofollow">http://ico.bukvic.net</a><br />
><br />
><br />
></ico></p>
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