Actually, with all due respect you did not pay attention. I believe Chris 
answered it for you. Get the modelview and projection matrix and do some math.


On Sep 10, 2010, at 8:47 AM, George Toledo wrote:

> With all due respect, you're answering a question I'm not asking, and Dr. 
> Wright was answering a question by guessing.
> 
> On Sep 10, 2010 4:57 AM, "Louis Schultz" <[email protected]> wrote:
> > George,
> > 
> > Dr Wright was sending you in the correct direction. Perspective assumes a 
> > fixed distance from a fixed eye point to a fixed picture plane. The view 
> > that eye has is perpendicular to the picture plane, and an object to be 
> > represented on that picture plan is some distance behind that plane. 
> > 
> > The apparent effect of moving an object away is a function of its distance 
> > from the eye AND the distance from the eye to the front of the picture 
> > plane. Perhaps the attached image will help to make that more clear.
> > 
> > 
> > If we let DP = distance from eye to picture plane; DO = distance from eye 
> > to the object, then a plane or line parallel to the picture plane would 
> > appear to be (DE/DO) x (absolute size of the line or plane)
> > 
> > You can also use that same formula and a bit of trigonometry to figure out 
> > how to make a plane or line appear to tilt in relation to the picture 
> > plane. In the attached image, imagine the hypotenuse of the blue 45 deg. 
> > right triangle as an edge view of a 1 unit square (that square being 
> > perpendicular to the diagram plane). If the edge at A were projected onto a 
> > picture plane 2 units from the eye position, then it would measure 2/3 = 
> > 0.667 units. If the line at B were project to the same plane, it would 
> > measure 2/(3+sqrt0.5) = 0.54 units. 
> > 
> > To make it clear where those numbers come from, The hypotenuse is 1 unit, 
> > and the square root of 0.5 is the hypotenuse length x cosine 45, which is 
> > the angle of the plane in relation to the perpendicular view of the eye.
> > 
> > In that case, two edges remain parallel to the picture plane, but with a 
> > little work you can figure out how to make a plane appear at any distance 
> > and at any angle to the picture plane. If it gets confusing, all you should 
> > really need get it figured out are some quick sketches of top and side 
> > views (picture plane appears as a line).
> > 
> > One final note, perspective is a useful tool, but not a true depiction of 
> > reality (whatever that is). The further an object in that system moves from 
> > the line of the view, the more distortion creeps in. Consider a 1 unit 
> > square 8 units behind the picture plane and parallel to it. The square is 
> > centered on the line of view. The picture plane is 2 units from the view 
> > point. That square would be 10 units from the eye. If it were moved it 10 
> > units away from the line of view in the same plane it would actually then 
> > be 14 units from the eye point. It would project the same size though based 
> > on our formula. That contradicts what we know to happen.
> > 
> > We actually see in something more like spheres of vision rather than 
> > planes. The distance between the eye and the picture plane has to be zero 
> > for that to really work though, which is, to state the obvious, how you do 
> > see the world. 
> > 
> > I mention that both as a warning to keep things somewhat centered if you 
> > don't want them to look weird, but also as an encouragement to play with 
> > the notion of curved picture "planes" if it strikes your fancy. The artists 
> > Victor Vasarely and of course Escher might be inspirational for that.
> > 
> > 
> > 
> > 
> > 
> > 
> > On Sep 9, 2010, at 8:38 PM, George Toledo wrote:
> > 
> >> So, just so I know where this is at, the statement that there is no way to 
> >> do this 100% accurately in QC is valid?
> >> 
> >> -George Toledo
> >> 
> >> On Thu, Sep 9, 2010 at 2:05 PM, Christopher Wright 
> >> <[email protected]> wrote:
> >>> I basically want to know the exact number, from Apple (or really, from 
> >>> anyone, but not a visual comparison/kinda close thing, like this).
> >> 
> >> 
> >> There isn't an exact number -- this sort of thing requires passing the 
> >> coordinates through the projection matrix QC uses (undocumented, but it's 
> >> been investigated on the list before in the past) as well as the model 
> >> view matrix (which can be arbitrarily configured via Trackball and 3D 
> >> Transformation).
> >> 
> >> i'm going to assume this is for faking Z on a Billboard? If so, why not 
> >> just use a sprite? If not, what other reason is there to fake Z 
> >> positioning like this? (I'm not saying there isn't a reason, I'm just not 
> >> able to think of one off the top of my head :).
> >> 
> >> --
> >> Christopher Wright
> >> [email protected]
> >> 
> >> 
> >> 
> >> 
> >> _______________________________________________
> >> Do not post admin requests to the list. They will be ignored.
> >> Quartzcomposer-dev mailing list ([email protected])
> >> Help/Unsubscribe/Update your Subscription:
> >> http://lists.apple.com/mailman/options/quartzcomposer-dev/lulu%40vt.edu
> >> 
> >> This email sent to [email protected]
> > 
> 
> _______________________________________________
> Do not post admin requests to the list. They will be ignored.
> Quartzcomposer-dev mailing list      ([email protected])
> Help/Unsubscribe/Update your Subscription:
> http://lists.apple.com/mailman/options/quartzcomposer-dev/doktorp%40mac.com
> 
> This email sent to [email protected]

 _______________________________________________
Do not post admin requests to the list. They will be ignored.
Quartzcomposer-dev mailing list      ([email protected])
Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com

This email sent to [email protected]

Reply via email to