Nick Morrison
Well-known member
- Joined
- Nov 9, 2011
- Messages
- 9,141
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- Location
- Brooklyn
- Website
- www.smallgiant.tv
Dan & Patrick, 100% agree this GIF from Wikipedia incredibly helpful:
As is the accompanying text from wikipedia's entry about perspective distortion
What I love is the distinction btw ANGLE OF VIEW and FIELD OF VIEW.
In the example of the GIF, the Field of View remains the same - of the house. However, as the ANGLE OF VIEW changes (by going from wider to tighter lenses, and by starting close snd then moving back), so does the perspective distortion.
More specifically, the blurb under the GIF goes into greater detail:
This to me is key, and why Monstro is "special" and felt "muscular" when we tested it. By always using longer focal lengths (ie tighter angle of view) for our standard FOV's, we suddenly had more parallel lines (what Dan Sasaki would say are more ortogonal lines), a more flattened image, and of course...more fall off.
Perhaps what we didn't realize is we were seeing a more "natural" image for the first time - again, to invoke Dan Sasaki.
As is the accompanying text from wikipedia's entry about perspective distortion
In photography and cinematography, perspective distortion is a warping or transformation of an object and its surrounding area that differs significantly from what the object would look like with a normal focal length, due to the relative scale of nearby and distant features. Perspective distortion is determined by the relative distances at which the image is captured and viewed, and is due to the angle of view of the image (as captured) being either wider or narrower than the angle of view at which the image is viewed, hence the apparent relative distances differing from what is expected. Related to this concept is axial magnification -- the perceived depth of objects at a given magnification.
What I love is the distinction btw ANGLE OF VIEW and FIELD OF VIEW.
In the example of the GIF, the Field of View remains the same - of the house. However, as the ANGLE OF VIEW changes (by going from wider to tighter lenses, and by starting close snd then moving back), so does the perspective distortion.
More specifically, the blurb under the GIF goes into greater detail:
Simulation showing how adjusting the angle of view of a camera, while varying the camera distance and keeping the object in frame, results in vastly differing images. At narrow angles and large distances, light rays are nearly parallel, resulting in a "flattened" image. At wide angles and short distances, the object appears foreshortened or distorted.
This to me is key, and why Monstro is "special" and felt "muscular" when we tested it. By always using longer focal lengths (ie tighter angle of view) for our standard FOV's, we suddenly had more parallel lines (what Dan Sasaki would say are more ortogonal lines), a more flattened image, and of course...more fall off.
Perhaps what we didn't realize is we were seeing a more "natural" image for the first time - again, to invoke Dan Sasaki.
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