人眼的正确视野角是多少?
目前我的 gluPerspective() 使用 45 度角。这是使渲染在人类感知中看起来真实的正确角度吗?窗口纵横比也存在问题,例如 2:1 的窗口会使 45 度角在 3:4 比例的屏幕上看起来更像 80 度角等。因此窗口大小也会改变视角。
那么,与人类感知世界的方式相比,要使游戏看起来最真实,正确的窗口尺寸比例和视角是多少呢?
At the moment i use 45 degree angle for my gluPerspective(). Is this the correct angle to make the rendering look realistic in how humans perceive it? Also there is an issue with the window aspect ratio, for example 2:1 window will make 45 degree angle look more like 80 degree angle on a screen with 3:4 ratio etc. So the window size changes the perspective as well.
So what is the correct window size ratio and field of view angle for making a game look most realistically compared to how humans perceive the world?
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除非您使用某种环绕式设置,否则单个显示器不会填满人眼的整个视野,通常水平方向接近 180 度(当然,因人而异) 。如果你尝试渲染那么宽的东西,它会看起来很奇怪——场景看起来会过度向边缘延伸。将 FOV 设置为 120 度左右,您就会明白我在说什么。
因此,您通常只需从用户的头部到显示器边缘绘制假想线,并获取这些线之间的角度,而不是考虑人眼的视场。当然,这因办公桌、显示器而异,所以这是一个艺术决定。 70 度垂直是不错的起点。假设游戏全屏运行,你基本上会受到显示器本身的宽高比的支配。
Unless you're using some kind of wrap-around setup, a single monitor isn't going to fill up the entire field of view of the human eye, which is usually nearly 180 degrees horizontally (of course it varies from person to person). If you tried to render something that wide, it would look weird -- the scene would appear to stretch out excessively toward the edges. Set the FOV to 120 degrees or so and you'll see what I'm talking about.
So instead of considering the human eye's FOV, you usually just draw imaginary lines from the user's head to the edges of the monitor, and take the angles between those. Of course this varies from desk to desk, monitor to monitor, so it's something of an artistic decision. 70 degrees vertical is decent place to start with. Assuming the game is running full screen, you're basically at the mercy of the monitor itself for the aspect ratio.
一般来说,除非您有非常具体的需求,否则您应该为用户提供根据他们认为合适的方式更改 FOV 的选项。
您通常也不希望显示器的视场角符合人类的视场角范围。毕竟,显示器只覆盖了人类视觉范围的一部分;即使他们不注意其他任何事情,他们仍然可以看到周围的一切。大多数人都愿意让他们的显示器成为类似门户的世界视图。
In general, unless you have very specific needs, you should give the user the option to change the FOV as they see fit.
You also generally do not want to have your monitor's FOV conform to the human range of FOV. After all, the monitor only covers part of a human's visual range; even if they're not paying attention to anything else, they still see everything around it. Most people are fine with having their monitor be a portal-like view of a world.
大约 87
大多数游戏似乎都使用随机中心点,因此眼睛监视边缘也不正确。
还应该调整深度,使屏幕看起来只不过是一块玻璃板。
你知道,当你找到一个有效的方法时,你的大脑会很容易地接受这一切,并且你的目标将是完美的,因为你的肌肉记忆可以立即做出反应。
(你猜怎么着,我不喜欢门户视图:)
its around 87
most games seem to use a random center point, so eye to monitor edge is not correct either.
there should also be an adjustment for depth so the screen appears to be no more than a glass pane.
you know when you find one that works, your brain takes it all in very easily and your aim will be perfect as your muscle memory can react instantly.
(guess what, I'm not fine with a portal view :)