#Human Eye
5 messages in this thread
What camera settings(i.e.- lense and FOV) in 3D Studio would best represent the
view of normal human eyesight? For instance, when driving a car, how far should
the target be in front of the camera? Does the FOV for a given lense give a
good approximation of periperal sight? (for instance Peripheral vision at rest
is close to 180 degrees – how would you represent that in 3D Studio?).
Any comments?
-Kevin
Kevin:
Since 3DS lens numbers mimic the optics of a 35mm camera lens, and a 50mm
lens is considered "normal" in the photography world, that would be your
best bet. The target distance actually has nothing to do with the lens
size, it's a vector, nothing more.
There is really no way to mimic the 180 degree peripheral vision you
mentioned in optics without some major distortion in the lens itself.
(fisheye effects) Just set your lens at 50mm and get REAL close to your
monitor! <g>
Greg Pyros
Thanks Greg!
-Kevin
Kevin:
Any time!
Greg Pyros
180 degrees, I don't know about that. You could probably create a camera with a
FOV around 120 degrees but if you raised ever raised or lowered the camera's
target from the absolute horizontal you would see major parallax problems with
extreme distortion of vertical perspective. The problem is that humans mostly
have stereoscopic vision so having a stereoscopic animation with 2 parallel
50mm cameras is probably the most realistic way to simulate human vision. Humm,
I think some study or experimentation is required here….