1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 2<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-US" lang="en-US"><!-- InstanceBegin template="/Templates/default_template.dwt" codeOutsideHTMLIsLocked="false" --> 3<head> 4<meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5<meta http-equiv="Content-Style-Type" content="text/css" /> 6<!-- InstanceBeginEditable name="CSS の相対パス指定" --> 7<link href="../../../common/manual.css" rel="stylesheet" type="text/css" /> 8<!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="ページのタイトル" --> 9<title>Camera Types</title> 10<!-- InstanceEndEditable --> 11</head> 12<body> 13<div> 14 <div class="body"> <!-- InstanceBeginEditable name="本文のタイトル" --> 15 <h1>Camera Types</h1> 16 <!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="本文" --> 17 <p>This document describes the camera types that can be created and edited using CreativeStudio.</p> 18 <p class="hint">Cameras created with other 3D graphics tools can also be loaded into CreativeStudio.</p> 19 <h2> 3D Spatial Coordinate Systems</h2> 20 <p>This section describes the types of coordinate systems can be used by cameras in 3D space.</p> 21 <h3>World Coordinate System and Model Coordinate System</h3> 22 <p>The term <em>world coordinate system</em> refers to a coordinate system where a Z-axis, representing depth, has been added to the traditional two-dimensional X-Y coordinate system.</p> 23 <!-- #BeginLibraryItem "/Library/glossary_model_coordinate.lbi" --> <!-- モデル座標系 ( model_coordinate ) --> 24 <p>The term <em>model coordinate system</em> refers to a coordinate system that takes one point of a polygon model located in world coordinate space as its origin.</p> 25 <!-- #EndLibraryItem --> 26 <p>To read details about the <em>world coordinate system</em>, see <a href="../../../glossary/index.html#world_coordinate">here</a>.</p> 27 <h3>Camera Coordinate System</h3><!-- #BeginLibraryItem "/Library/glossary_camera_coordinate.lbi" --> <!-- カメラ座標系 ( camera_coordinate ) --> 28 <p>The term <em>camera coordinate system</em> refers to a coordinate system that takes a camera position as its origin. Values increase going right for the X-coordinate, going up for the Y-coordinate, and going away from the view point in the Z-direction.</p> 29 <p>The figure below is a conceptual image of the coordinate axes of the camera coordinate system.</p> 30 <img class="user_guide_chart" src="assets/camera_coordinate.png" alt="Camera Coordinate System"/><!-- #EndLibraryItem --> 31 <h3>Clip Coordinate System</h3> 32 <p>The term <em>clip coordinate system</em> refers to the coordinate system used to exclude from rendering any polygons outside the area viewable by the camera (a process called <I>clipping</I>).<br /></p> 33 <p>To read details about the <em>clip coordinate system</em>, see <a href="../../../glossary/index.html#clip_coordinate">here</a>.</p> 34 <h3>Window Coordinate System</h3><!-- #BeginLibraryItem "/Library/glossary_camera_window_coordinate.lbi" --> <!-- ウィンドウ座標系 ( window_coordinate ) --> 35 <p>The term <em>window coordinate system</em> refers to a coordinate system used when projecting the area viewable by the camera on the screen. Values for this coordinate system range from 0 to 1 in the horizontal direction for the X-coordinate and in the vertical direction for the Y-coordinate. The Z-coordinate is used when handling depth values.</p> 36 <p>The figure below is a conceptual image of the coordinate space of a window coordinate system.</p> 37 <img class="user_guide_chart" src="assets/camera_window_coordinate.png" alt="World Coordinate System"/> <!-- #EndLibraryItem --><!-- #EndLibraryItem --> <a name="camera_control" id="camera_control"></a> 38 <h2>Camera Control Methods</h2> 39 <p>This section describes the types of camera control methods that can be set as the mode in the <B>View </B>category of the <B>Properties </B>panel in CreativeStudio.</p> 40 <h3>Aim</h3> 41 <p>In <em>Aim</em> mode, the viewpoint is used to control the view direction of the camera. You can set the Position, the LookAt point and the Twist.</p> 42 <p>The following table lists parameters that can be set when using this method.</p> 43 <table> 44 <thead> 45 <tr> 46 <th>Item</th> 47 <th>Description</th> 48 </tr> 49 </thead> 50 <tbody> 51 <tr> 52 <th>Position</th> 53 <td>Sets the camera position in world coordinates.</td> 54 </tr> 55 <tr> 56 <th>Look-at point</th> 57 <td>Sets a point in front of the camera used to control the view direction of the camera.</td> 58 </tr> 59 <tr> 60 <th>Twist</th> 61 <td>Sets the rotation angle with respect to the camera's view direction in camera coordinates. Counterclockwise represents the positive direction.</td> 62 </tr> 63 </tbody> 64 </table> 65 <p>The following figure is a conceptual image of the camera control axes when using the aim method.</p> 66 <img class="user_guide_chart" src="assets/camera_aim.png" alt="Aim"/> 67 <h3>LookAt </h3> 68 <p>In <em>LookAt</em> mode, the camera is controlled not only by the viewpoint, but also by moving the position of a control point that is always located above the camera.</p> 69 <p>The following table lists parameters that can be set when using this method.</p> 70 <table> 71 <thead> 72 <tr> 73 <th>Item</th> 74 <th>Description</th> 75 </tr> 76 </thead> 77 <tbody> 78 <tr> 79 <th>Position</th> 80 <td>Sets the camera position in world coordinates.</td> 81 </tr> 82 <tr> 83 <th>Look-at point</th> 84 <td>Sets a point in front of the camera used to control the view direction of the camera.</td> 85 </tr> 86 <tr> 87 <th>UpVector</th> 88 <td>Controls the camera rotation angle by moving the position of the UpVector control point located above the camera.</td> 89 </tr> 90 </tbody> 91 </table> 92 <p>The following figure is a conceptual image of the camera control axes when <B>View </B>is set to <I>LookAt </I>mode.</p> 93 <img class="user_guide_chart" src="assets/camera_look_at.png" alt="LookAt"/> 94 <h3>Rotate</h3> 95 <p>In <em>Rotate</em> mode, the camera is rotated to control the view direction of the camera. You can set values for Position and Rotation.</p> 96 <p>The following table lists parameters that can be set when using this mode.</p> 97 <table> 98 <thead> 99 <tr> 100 <th>Item</th> 101 <th>Description</th> 102 </tr> 103 </thead> 104 <tbody> 105 <tr> 106 <th>Position</th> 107 <td>Sets the camera position in world coordinates.</td> 108 </tr> 109 <tr> 110 <th>Rotation</th> 111 <td>Sets the camera rotation angle in camera coordinates.</td> 112 </tr> 113 </tbody> 114 </table> 115 <p>The following figure is a conceptual image of the camera control axes when <B>View </B>is set to <I>Rotate </I>mode.</p> 116 <img class="user_guide_chart" src="assets/camera_rotate.png" alt="Rotate"/> <a name="projection" id="projection"></a> 117 <h2>Projection Types</h2> 118 <p>This section describes the area viewable by the camera and ways in which it can be viewed.</p> 119 <!-- #BeginLibraryItem "/Library/glossary_camera_projection_type.lbi" --> <!-- 射影 ( qcamera_projection_type ) --> 120 <p>The term <em>projection</em> refers to the different ways of handling the coordinate system for what the camera views.<br /> There are two projection types -- <em>perspective projection camera (Persp)</em> and <em>orthogonal projection camera (Ortho) </em> -- and different items can be set for each.</p> 121 <!-- #EndLibraryItem --> 122 <h3>Perspective Projection Camera (Persp)</h3> 123 <!-- 透視射影カメラ ( perspective_camera ) --><!-- #BeginLibraryItem "/Library/glossary_camera_perspective_type.lbi" --> 124 <p>The term <em>perspective projection camera</em> refers to a camera where perspective is applied based on the camera angle. When perspective transformation is used, objects closer to the camera look larger, while objects farther from the camera look smaller.</p> 125 <!-- #EndLibraryItem --> 126 <p>To read details about the <em>perspective transformation</em>, see <a href="../../../glossary/index.html#perspective_transformation">here</a>.</p> 127 <p>The following table lists parameters that can be set when using this camera type.</p> 128 <table> 129 <thead> 130 <tr> 131 <th>Item</th> 132 <th>Description</th> 133 </tr> 134 </thead> 135 <tbody> 136 <tr> 137 <th>Fovy</th> 138 <td>Sets the angle in the Y direction.</td> 139 </tr> 140 <tr> 141 <th>Aspect</th> 142 <td>Specifies the horizontal and vertical aspect ratio of the area viewable by the camera that results from dividing the horizontal width by the vertical height.</td> 143 </tr> 144 </tbody> 145 </table> 146 <h3>Orthogonal Projection Cameras (Ortho)</h3><!-- #BeginLibraryItem "/Library/glossary_camera_ortho.lbi" --> <!-- 正射影カメラ ( ortho_camera ) --> 147 <p>The term <em>orthogonal projection camera</em> refers to a camera that does not depend on depth information or perspective effects based on the camera angle. These are also called ortho cameras. Although coordinates are converted to window coordinates just as with a perspective projection camera, horizontal and vertical values are used unchanged.</p> 148 <!-- #EndLibraryItem --><p>The following table lists parameters that can be set when using this camera type.</p> 149 <table> 150 <thead> 151 <tr> 152 <th>Item</th> 153 <th>Description</th> 154 </tr> 155 </thead> 156 <tbody> 157 <tr> 158 <th>Aspect</th> 159 <td>Specifies the horizontal and vertical aspect ratio of the area viewable by the camera that results from dividing the horizontal width by the vertical height.</td> 160 </tr> 161 <tr> 162 <th>Height</th> 163 <td>Sets the height of the area viewable by the camera (clipping volume).<br /> The width is calculated automatically based on the Aspect specification.</td> 164 </tr> 165 </tbody> 166 </table> 167 <h3>Clipping in the Depth Direction</h3><!-- #BeginLibraryItem "/Library/glossary_camera_clipping.lbi" --> <!-- クリッピング ( camera_clipping ) --> 168 <p>The term <em>clipping</em> refers to a polygon clipping process performed on polygons that straddle the area viewable by the camera (called the "clipping volume") in the clip coordinate system. This is set for both perspective projection and orthogonal projection cameras.</p><!-- #EndLibraryItem --><p>The table below describes the Near and Far clip parameters.</p> 169 <table> 170 <thead> 171 <tr> 172 <th>Item</th> 173 <th>Description</th> 174 </tr> 175 </thead> 176 <tbody> 177 <tr> 178 <th>Near</th> 179 <td>Specifies the distance to the near clip plane of the clipping volume in camera coordinates.</td> 180 </tr> 181 <tr> 182 <th>Far</th> 183 <td>Specifies the distance to the far clip plane of the clipping volume in camera coordinates.</td> 184 </tr> 185 </tbody> 186 </table> 187 <h2>W Scale</h2> 188 <p>This section describes the W scale process that uses a W buffer.</p> 189 <a name="w_scaling" id="w_scaling"></a> 190 <h3>What is W Scale?</h3> 191 <p>The term <em>W scale</em> is a correction process in which the relationship between the fragment depth value before perspective projection conversion and the depth value stored in the depth buffer is linearly converted.</p> 192 <p>To read details about the <em>W scale</em>, see <a href="../../../glossary/index.html#w_scaling">here</a>.</p> 193 <p>To read details about the <em>depth value</em>, see <a href="../../../glossary/index.html#depth">here</a>.</p><h3>W Buffer</h3> 194 <!-- #BeginLibraryItem "/Library/glossary_w_buffer.lbi" --> <!-- W バッファ ( w_buffer ) --> 195 <p>The term <em>W buffer</em> refers to the memory buffer in which W values used in the clip coordinate system are stored during the rasterizing process. Depth tests using the value in the W buffer are possible by specifying a value other than 0.0 for W scale.</p> 196 <p>The formula for finding depth values in window coordinates by using the W buffer is given below.</p> 197 <p class="system">Window Coordinate System Depth Value = - (W Scale Value × Clip Coordinate System Z Value)</p> 198 <!-- #EndLibraryItem --><!-- InstanceEndEditable --> </div> 199 <div class="footer" /> 200</div> 201<hr><p>CONFIDENTIAL</p></body> 202<!-- InstanceEnd --></html> 203