CompuServe Thread

#Aspect ratio?

5 messages in this thread
#155816From: David GouldFeb 26, 1995 11:12 PM
Could you please give me some more detailed information on how 3DS uses the "Aspect Ratio" setting to determine the output pixel? Specifically I want to know how you derive the settings: 640×480 with 1.0 aspect 320×200 with 0.82 aspect Is it: 480/640 x 4/3(aspect ratio of the computer screen) = 1.0 200/320 x 4/3(aspect ratio of the computer screen) = 0.82 For example from a camera viewport I start a rendering at 640x480x1. Since the viewport I see from the 3D Editor isn't exactly the same shape as the final output how can I be exactly certain that what I see in the 3D Editor will appear in the final rendering? The only way I can be sure is by experimentation, which isn't very accurate. How does 3DS determine the area covered by the final image? Does it use the centre of the viewport as the middle of the final image then determine, using the aspect ratio and width and height of the final image, the exact area of the actual scene to be displayed? If this is the case then I can scale the image in half horizontally by using 240×480 with an aspect ratio of 2 rather than creating an image of 640×480 with an aspect ratio of 1 and then using video post to shrink it by half horizontally. So, it seems, that it is possible to perform a wide variety of different images scales simply by altering the image width, height, and most importantly, the aspect ratio directly in the renderer rather than altering an original image. Am I correct and could you please give me details on how 3DS maps from scene coordinates to image coordinates? Thanks. David "A_spect in my eye" Gould
#156106From: Pierre MenardFeb 28, 1995 8:02 AM
Hi, During the Renaissance, the perfect frame must had a dimension of 4 unity long and 3 height. In a 640 x 480 you got that ratio (160×4)(160×3). So we say that the aspect ratio is perfect or have a value of one. In a 320×200 the aspect ratio is not 1. To have a ratio of one the height must be at 240 instead of 200. To find the aspect ratio of a non classical frame : (320×200)the irregular / (320×240)the classical = .833333. Have a good day, Pierre
#156133From: Yost GroupFeb 28, 1995 9:54 AM
The Aspect Ratio as referred to by the 3DS Rendering Configuration dialog box is the aspect ratio of the _pixels_, not of the overall screen. The specified resolution (width x height) designates the aspect ratio of the overall screen. Some display resolutions have different pixel aspect ratios than others.
#156469From: David GouldMar 1, 1995 1:04 PM
<<The Aspect Ratio as referred to by the 3DS Rendering Configuration dialog box is the aspect ratio of the _pixels_, not of the overall screen.>> I was aware of this I just wanted to find out the formula/algorithm used to determine the final area of the scene covered by a single pixel. It appears this is dependent on the pixel shape(aspect ratio) and the aspect ratio produced by the image height/width ratio. Could you please give me more details? Thanks. David "Many aspects" Gould
#156475From: Jonas Ruikis [ADESK]Mar 1, 1995 1:11 PM
Hi David, << I was aware of this I just wanted to find out the formula/algorithm used to determine the final area of the scene covered by a single pixel..>> I can't help you with the formula but on a similar but not-too-related subject, have you review the following file? File Info for CAMERA.ZIP Section: Software Dev. Kits Contributor: 73172,1351 Size: 7511 Submitted: 5/19/94 Type: Binary Accesses: 71 Title: Thread outlining a test of 3ds FOV Keys: 3DS FOV CAMERA A thread primarily between John K. Jordon and Michael E. Bartlett and their scientific experiments to test the accuracy of 3DS' cameras FOV.