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3.7 Cameras

A camera in Geomview is the object that corresponds to a camera window. By default there is only one camera, but it is possible to have as many as you want. You can control certain aspects of the way the world is drawn in each camera window via the Cameras panel. <CENTER><P>The Cameras Panel</CENTER> If the target object is a camera, the Cameras panel affects that camera. If the target object is not a camera, the Cameras panel affects the current camera. The current camera is the camera of the window that the mouse cursor is in, or was in most recently if the cursor is not in a camera window. Thus, if you use the keyboard shortcuts for the actions in the Cameras panel while the cursor is in a camera window, the actions apply to that camera, unless you have explicitly selected another camera.

To create new camera windows, use the v+ keyboard shortcut, or see the File menu on the Main panel.

Single-Buffering
Normally, geomview windows are double-buffered: geomview draws the next picture into a hidden window, then switches buffers to make it visible all at once. On many systems, the memory for the hidden buffer comes from stealing half the bits in each screen pixel, reducing the color resolution. When single-buffering is enabled, the window flickers as each scene is being drawn, but you may get smoother images with reduced grainy dithering artifacts. Single-buffering is possible if Geomview is compiled with GL or OpenGL, but not with plain-X graphics.

Dither
Many displays offer less than the 24 bits per pixel (8 bits each of red, green, and blue) conventionally needed to show smooth gradations of color. When trying to show a color not accurately available on the display, Geomview normally dithers, choosing pixel colors sometimes brighter, sometimes darker than the desired value, so that the average color over an area is a better approximation to the true color than a single pixel could be. Effectively this loses spatial resolution to gain color resolution. This isn't always desirable, though. Turning Dither off gives less grainy, but less accurately colored, images.

Software Shading
This button controls whether Geomview does shading calculations in software. The default is to let the hardware handle them, and in Euclidean space this is almost certainly best because it is faster. In hyperbolic and spherical space, however, the shading calculations that the hardware does are incorrect. Click this button to turn on correct but slower software shading.

Background Color
This button brings up a color chooser which you can use to set the background color of the camera's window.

PROJECTION
This browser lets you pick between perspective and orthogonal projection for this camera.

Near clip
This determines the distance in world coordinates of the near clipping plane from the eye point. It must be a positive number.

Far clip
This determines the distance in world coordinates of the far clipping plane from the eye point. It must be a positive number and in general should be larger than the Near clip value.

FOV
This is the camera's field of view, measured in its shorter direction. In perspective mode, it is an angle in degrees. In orthographic mode, it is the linear size of the field of view. This number can be modified with the mouse in Cam Zoom mode.

Focal Length
The focal length is intended to suggest the distance from the camera to an imaginary plane of interest. Its value is used when switching between orthographic and perspective views (and during stereo viewing), so as to preserve apparent size of objects lying at the focal distance from the camera. Focal length also affects interpretation of mouse-based translational motions. Speed of forward motion (in translate, fly and orbit modes) is proportional to focal length; and objects lying at the focal distance from the camera translate laterally atGN="LEFT">MIDDLE" ALIGN="LEFT">   [ << ] [ Up ] [ >> ]         [Top] [Contents] [Index] [ ? ]

3.6.2 The Materials Panel

The Materials panel controls material properties of surfaces. It works with the target object in the same way that the Appearance panel does. <CENTER><P>The Materials Panel</CENTER>

Transparent

This button determines whether transparency is enabled. Geomview itself does not fully support transparency yet and on some machines it does not work at all. (The missing piece is implementation of a depth-sorting algorithm in the rendering engine; not difficult, but just not done yet.) Use RenderMan if you want real transparency: when transparency is enabled, a RenderMan snapshot will contain the alpha information.

Alpha
This slider determines the opacity/transparency when transparency is enabled. 0 means totally transparent, 1 means totally opaque.

Diffuse Reflectance
This slider controls the diffuse reflectance of a surface. This has to do with how much the surface scatters light that it reflects.

Shininess
This slider controls how shiny a surface is. This determines the size of specular highlights on the surface. Lower values give the surface a duller appearance.

Ambient Reflectance
This slider controls how much of the ambient light a surface reflects.

Specular Reflectance
This slider controls the specular reflectance of a surface. This has to do with how directly the surface reflects light rays. Higher values give brighter specular highlights.

Done
This button dismisses the Materials panel.



This document was generated by Steve M. Robbins on January, 13 2002 using texi2html ./usr/share/doc/geomview/html/geomview_23.html0100644000000000000000000001341707420454550020207 0ustar rootroot