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Angular field of view is typically specified in degrees, while linear field of view is a ratio of lengths. For example, binoculars with a 5.8 degree (angular) field of view might be advertised as having a (linear) field of view of 102 mm per meter. As long as the FOV is less than about 10 degrees or so, the following approximation formulas ...
This is likely in 3D video games, so gamers are likely to adopt close viewing positions matched to a game's fixed field of view. If the camera's angle were always the same, an ideal viewing distance could be easily calculated. However, the camera's horizontal angle varies as the focal length of its lens changes.
A field of view. 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 ...
It is used interchangeably with the more general term field of view. It is important to distinguish the angle of view from the angle of coverage, which describes the angle range that a lens can image on a given image sensor or film location (the image plane). In other words, the angle of coverage is determined by the lens and the image plane ...
A view frustum The appearance of an object in a pyramid of vision When creating a parallel projection, the viewing frustum is shaped like a box as opposed to a pyramid.. In 3D computer graphics, a viewing frustum [1] or view frustum [2] 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 distance of the viewer from the display surface, , directly relates to the field of view, where = (/) is the viewed angle. (Note: This assumes that you map the points (-1,-1) and (1,1) to the corners of your viewing surface)
As the display size increases so does the ideal viewing distance. Bernard J. Lechner, while working for RCA, studied the best viewing distances for various conditions and derived the so-called Lechner distance. As a rule of thumb, the viewing distance should be roughly two to three times the screen size for standard definition (SD) displays.
Accordingly, as described below, the visual angle θ is the difference between two real (optical) directions in the field of view, while the perceived visual angle θ′, is the difference by which the directions of two viewed points from oneself appear to differ in the visual field.