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About Vanishing point. ( I don't know English)

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I don't English. So I made a picture.

 

If the monitor is big one like projector, we face a vanishing point problem.

444.jpgCX10sig.jpg

That's an interesting concept, and yes, the VP is always centered, but I don't think anything can be done about it with our present level of technology.

Dan George (woodhick)
Check out Greenbrier Aero Club, the VA for and about the GA pilot.

  • Author

That's an interesting concept, and yes, the VP is always centered, but I don't think anything can be done about it with our present level of technology.

yes. But display devices are getting bigger, wider.

 

See TV size :) LG, Samsung, Sony ETC their TV is so~~~~~~~ big :)

 

I wish 3D graphic developers think about this problem...

444.jpgCX10sig.jpg

No it isn't. Perspective has multiple points; there is no 'single' vanishing point, there are many, depending on the angle of the object you are looking at. Here's an example, where I have drawn in lines to represent three of the vanishing points, and you will notice that I even had to extend the width of the canvas on the image to actually fit one of the vanishing points on there. Whoever came up with the above theory would be thrown out of an art class LOL:

 

1-72.jpg

 

Al

Alan Bradbury

Check out my youtube flight sim videos: Here

OK, well.... ahh....uhhh...well. Point taken (and learned) I never had an art class. How's that sound??

Dan George (woodhick)
Check out Greenbrier Aero Club, the VA for and about the GA pilot.

  • Author

Well I cofuze now. But see..

 

This game is legue of legend and I tested it with 1920x1200 and 5760x1200.

 

If you play this game with three monitors and if you move your chair to side monitor and watch your front , you will feel real strange.....

 

very left and very right side has severe distortion.

 

 

i1242212682.jpg

 

i0545622599.jpg

444.jpgCX10sig.jpg

No it isn't. Perspective has multiple points; there is no 'single' vanishing point, there are many, depending on the angle of the object you are looking at. Here's an example, where I have drawn in lines to represent three of the vanishing points, and you will notice that I even had to extend the width of the canvas on the image to actually fit one of the vanishing points on there. Whoever came up with the above theory would be thrown out of an art class LOL:

 

 

 

Al

 

No expert here, but surely vanishing points are not defined by the objects in the scene, as you've drawn. By that theory, a perspective drawing with a single vanishing point would suddenly grow another one if you drew a box into it at an angle. It doesn't. Lines of perspective that define the perspective of the image, which is the important thing here, can't go in the directions you've drawn.

 

EDIT: Look at the very first picture in the thread. Now put a house inside one of the boxes, and turn it slightly. You can't now draw extensions of the house's walls to a point and call that a vanishing point of the image. It's still a single point perspective drawing. Orientation of runways, houses etc don't define vanishing points!

Yup, certainly on multiple monitors, if you shift your position, of course the VPs will be weird, you would really need to be in some kind of 3D space to get that to work properly, because you will not get the parallax shift when looking at a 2D rendition of a 3D image from a fixed location. On a single monitor, you can't shift yourself away from the intended viewpoint enough for it to become an issue.

 

Al

Alan Bradbury

Check out my youtube flight sim videos: Here

You can shift the point at two positions, the EYE position in the aircraft.cfg, for the VC, and in the panel.cfg.

One can shift as much as you want, all directions.

However.. doing so might destroy you good judgement, and more important, works only if you fly alone.

I have 7 monitors, 3 for panel and 3 for scenery, and if I shift, at the copilot seat it looks like you are looking sideways.

So I have the vanishing point in the exact middle. Looks best to me.

In a while you get used to it, and catch the centerline better, and also the peripheral vision stays intact.

When shifting, you loose a lot at the right side!.

  • 1 month later...

This is indeed an interesting thread!

 

Basically we have 3 factors that come into play: virtual camera position, image plane position, and observer viewpoint.

 

The image plane is the portion of the virtual scene that the virtual camera sees, and hence what goes to your monitor or projector. (One example of this is how the image plane changes in relation to the virtual camera when you use zoom). Check out: http://paulbourke.net/miscellaneous/frustum/

 

The image plane and the virtual camera are usually tied together, so the the image plane is always centered and perpendicular to the virtual camera. This leaves the vanishing point (also called frustum) in the center of your screen!

 

If you want to move the vanishing point (frustum) on your screen to fit the observer viewpoint in relation to the screen, you gain nothing from moving the camera position (since the image plane just follows). Instead we need to move the image plane in relation to the virtual camera!

 

see: http://paulbourke.net/miscellaneous/caev/

 

This is commonly used in VR installations, where you are tracking the observer viewpoint in relation to the screens, in both x, y and z.

 

THE PROBLEM: How do you change this relation in Direct3D? I know it is possible using OpenGL - but haven't yet found the solution for doing it in Direct3D - much less directly in FSX. If anyone can help here I too would be grateful!

 

C

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