Field Of View In Video Games
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Field Of View In Video Games
In first person video games, the field of view or field of vision (abbreviated FOV) is the extent of the observable game world that is seen on the display at any given moment. It is typically measured as an angle, although whether this angle is the horizontal, vertical, or diagonal component of the field of view varies from game to game. The FOV in a video game may change depending on the aspect ratio of the rendering resolution. In computer games and modern game consoles the FOV normally increases with a wider aspect ratio of the rendering resolution.Master Games List http://www.wsgf.org/mgl Field of view calculations The field of view is usually given as an angle for the horizontal or vertical component of the FOV. A larger angle indicates a larger field of view. However, depending on the FOV scaling method used by the game, it may only affect the horizontal or the vertical component of the field of view. The horizontal and vertical FOV are calculated from the following ...
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10 (3
10 (ten) is the even natural number following 9 and preceding 11. Ten is the base of the decimal numeral system, by far the most common system of denoting numbers in both spoken and written language. It is the first double-digit number. The reason for the choice of ten is assumed to be that humans have ten fingers ( digits). Anthropology Usage and terms * A collection of ten items (most often ten years) is called a decade. * The ordinal adjective is ''decimal''; the distributive adjective is ''denary''. * Increasing a quantity by one order of magnitude is most widely understood to mean multiplying the quantity by ten. * To reduce something by one tenth is to '' decimate''. (In ancient Rome, the killing of one in ten soldiers in a cohort was the punishment for cowardice or mutiny; or, one-tenth of the able-bodied men in a village as a form of retribution, thus causing a labor shortage and threat of starvation in agrarian societies.) Other * The number of kingdoms in Five ...
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9 Aspect Ratio
9 (nine) is the natural number following and preceding . Evolution of the Arabic digit In the Brahmi numerals, beginning, various Indians wrote a digit 9 similar in shape to the modern closing question mark without the bottom dot. The Kshatrapa, Andhra and Gupta started curving the bottom vertical line coming up with a -look-alike. The Nagari continued the bottom stroke to make a circle and enclose the 3-look-alike, in much the same way that the sign @ encircles a lowercase ''a''. As time went on, the enclosing circle became bigger and its line continued beyond the circle downwards, as the 3-look-alike became smaller. Soon, all that was left of the 3-look-alike was a squiggle. The Arabs simply connected that squiggle to the downward stroke at the middle and subsequent European change was purely cosmetic. While the shape of the glyph for the digit 9 has an Ascender (typography), ascender in most modern typefaces, in typefaces with text figures the character usually has a desc ...
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Field Of View
The field of view (FoV) is the extent of the observable world that is seen at any given moment. In the case of optical instruments or sensors it is a solid angle through which a detector is sensitive to electromagnetic radiation. Humans and animals In the context of human and primate vision, the term "field of view" is typically only used in the sense of a restriction to what is visible by external apparatus, like when wearing spectacles or virtual reality goggles. Note that eye movements are allowed in the definition but do not change the field of view when understood this way. If the analogy of the eye's retina working as a sensor is drawn upon, the corresponding concept in human (and much of animal vision) is the visual field. It is defined as "the number of degrees of visual angle during stable fixation of the eyes".Strasburger, Hans; Pöppel, Ernst (2002). Visual Field. In G. Adelman & B.H. Smith (Eds): ''Encyclopedia of Neuroscience''; 3rd edition, on CD-ROM. El ...
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Viewing Frustum
In 3D computer graphics, the view frustum (also called viewing frustum) is the region of space in the modeled world that may appear on the screen; it is the field of view of a perspective virtual camera system. The view frustum is typically obtained by taking a frustum—that is a truncation with parallel planes—of the pyramid of vision, which is the adaptation of (idealized) cone of vision that a camera or eye would have to the rectangular viewports typically used in computer graphics. Some authors use ''pyramid of vision'' as a synonym for view frustum itself, i.e. consider it truncated. The exact shape of this region varies depending on what kind of camera lens is being simulated, but typically it is a frustum of a rectangular pyramid (hence the name). The planes that cut the frustum perpendicular to the viewing direction are called the ''near plane'' and the ''far plane''. Objects closer to the camera than the near plane or beyond the far plane are not drawn. Sometime ...
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2D Computer Graphics
2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them. It may refer to the branch of computer science that comprises such techniques or to the models themselves. 2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography, cartography, technical drawing, advertising, etc. In those applications, the two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred, because they give more direct control of the image than 3D computer graphics (whose approach is more akin to photography than to typography). In many domains, such as desktop publishing, engineering, and business, a description of a document based on 2D computer g ...
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Pillarbox
The pillarbox effect occurs in widescreen video displays when black bars ( mattes or masking) are placed on the sides of the image. It becomes necessary when film or video that was not originally designed for widescreen is shown on a widescreen display, or a narrower widescreen image is displayed within a wider aspect ratio, such as a 16:9 image in a 2.39:1 frame (common in cinemas). The original material is shrunk and placed in the middle of the widescreen frame. Some older arcade games that had a tall vertical and short horizontal are displayed in pillarbox even on 4:3 televisions. Some early sound films made 1928–1931, such as '' Sunrise: A Song of Two Humans'', were released in even narrower formats such as 1.20:1 to make room for the sound-on-film track on then-standard film stock.Sunrise (1927) Technical Specifications< ...
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Letterboxing (filming)
Letterboxing is the practice of transferring film shot in a widescreen aspect ratio to standard-width video formats while preserving the film's original aspect ratio. The resulting videographic image has mattes (black bars) above and below it; these mattes are part of each frame of the video signal. LBX and LTBX are identifying abbreviations for films and images thus formatted. Etymology The term refers to the shape of a letter box, a slot in a wall or door through which mail is delivered, being rectangular and wider than it is high. Early home video use The first use of letterbox in consumer video appeared with the RCA Capacitance Electronic Disc (CED) videodisc format. Initially, letterboxing was limited to several key sequences of a film such as opening and closing credits, but was later used for entire films. The first fully letterboxed CED release was ''Amarcord'' in 1984, and several others followed including '' The Long Goodbye'', '' Monty Python and the Holy Grail ...
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