Re: [Algorithms] Scale, camera, and world units and how it affects perception
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From: Stephen J B. <sj...@li...> - 2000-07-17 13:21:36
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On Fri, 14 Jul 2000, Kirk Hammond wrote: > This has been something I have mulled for some time. What _really_ > denotes scale in a 3D engine? I currently run a ROAM based terrain > engine with units like tanks, planes, yada yada. Obviously the scale of > objects moving by the viewer affects the perception of speed and size of > a world unit. > > So, this would lead one to believe that as long as you are consistent > with your units (as I am), then everything would be fine. And indeed, > if I put a 2000 m cruiser in space and fly in a ship at 200 m/s it takes > 10 sec to fly by the ship. Fine and dandy. Probiding you are utterly consistant and use the same units everywhere, it doesn't matter what units you use. > (e.g. if you have in the same 3D engine the view from an ant on the > ground and a view from a human walking above... aren't there viewport > changes from the two vantages beyond moving the camera around and the > fact that the camera is higher above the ground on the human? Since you position the camera (and near/far clip planes) using the same units that you use for drawing the scene, it won't matter. > I mean, > if the human stuck his eye on the ground level with the ant's viewpoint, > doesn't the human still see more of the terrain than does the ant?) No. It seems that way because you physically can't get your head that low - and your eyes won't focus that close (because they are so large). But in OpenGL you don't have those nasty practical limitations - so it's not a problem. Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |