Types of Cameras
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Perspective camera
A classic perspective with three vanishing points,
strait lines remain straight line.
Maximum angle: < 180° !!!
camera{ // perspective //optional
location < 0.00, 1.60, -3.00>
look_at < 0.00, 1.60, 1.00>
right x*image_width/image_height
angle 50
} |
A sheared perspective camera for avoiding converging vertical lines
for a perspective with two vanishing points:
Architectural Perspective.
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View with perspective camera
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Ultra_wide_angle camera
Nearly a real eyes perspective with angle ~ 45 degrees.
camera{ ultra_wide_angle angle 70
location < 0.00, 1.60, -3.00>
look_at < 0.00, 1.60, 1.00>
right x*image_width/image_height
} |
No maximal angle !!!
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View with ultra_wide_angle camera
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camera{ ultra_wide_angle angle 720
location < 0.00, 1.60, -3.00>
look_at < 0.00, 5.60, 1.00>
right x*image_width/image_height
} |
'No maximal angle !' = You can easily overdo it!
With 720° your are looking around yourself twice!
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An ultra_wide_angle camera with 720°.
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Orthographic camera
A projection without vanishing points, the parallels remain parallel,
and the objects appear alway in the same size.
Perfect for cross section plans.
camera{ orthographic angle 33
location < 0.00, 3.60,-15.00>
look_at < 0.00, 3.60, 1.00>
right x*image_width/image_height
} |
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Frontal view with orthographic camera
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Orthographic camera isometric
Perfect for isometric views.
camera{ orthographic angle 50
location <1,1,-1>*15
look_at <0,0,0>
right x*image_width/image_height
translate <0,2.00,0>
} |
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Isometric view with orthographic camera
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Camera type 'cylinder 1'
The verticals remain vertical.
camera{ cylinder 1 angle 180
location < 0.00, 2.00, 0.00>
look_at < 0.00, 2.00, 1.00>
right 1.33
up 1
} |
The types of cylinders:
cylinder 1: vertical cylinder, fixed viewpoint,
cylinder 2: horizontal cylinder, fixed viewpoint,
cylinder 3: vertical cylinder, viewpoint moves along the cylinder's axis,
cylinder 4: horizontal cylinder, viewpoint moves along the cylinder's axis.
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view with cylinder 1 camera
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Panoramic camera
A vue of 180° with a cylindrical equirectangular projection.
camera{ panoramic // angle 180 constant
location < 0.00, 2.00, 0.00>
look_at < 0.00, 2.00, 1.00>
// look_at < 0.00, 2.00,-1.00>
} |
We need a quadratic image (aspect ratio 1:1).
Two vues of 180° make a panorama of 360° for a 'SkySphere', i.e. for the PTViewer.
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2 x 180° = 360° with panoramic camera
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Spherical camera
A spherical projection like a map of the world.
For a 360° panoramic view we need an aspect ratio of 2:1.
camera{ spherical
angle 360 // horizontal
180 // vertical(optional)
location < 0.00, 2.00, 0.00>
look_at < 0.00, 2.00,1.00>
right x*image_width/image_height
} |
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spherical camera
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Fisheye camera
camera{ fisheye
angle 180 // horizontal
location < 15.00,17.00,-15.00>
look_at < 0.00, 2.00, 1.00>
right x*image_width/image_height
} |
....
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fisheye camera
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Omnimax camera
... .
camera{ omnimax
location < 0.00,2, 0.00>
look_at < 0.00,2.00,1.00>
right x*image_width/image_height
} |
A vue of 180° with the vertical a little bit reduced. Without any 'angle'!
Used for films for dome-like Omnimax theaters.
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omnimax camera
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