Abstract

In computer graphics one is often concerned with representing 3D objects on 2D displays, which provide often only a limited display field of view (DFOV) to the observer. Usually, planar geometric projections, in particular linear perspective projections, are applied, which make use of a straightforward mapping of graphical entities in a 3D view frustum to a 2D image plane. Corresponding to the DFOV introduced for computer screens, the aperture angle of the virtual camera is often denoted as geometric field of view (GFOV) [Kjelldahl and Prime 1995]. Projections of virtual objects on a computer screen are affected by the interplay between the GFOV that is used to render the scene, and the DFOV (see Figure 1). In this context, only little research has been conducted to identify perspective projections that appear realistic to users. Instead, graphics designers and developers often choose GFOVs that vary significantly from the DFOV [Steinicke et al. 2009].

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