Put the eye at the origin, looking down the depth axis
Step 1 — spot the two similar triangles. The ray from the eye to the point and
the ray from the eye to its image lie on the same line. So the big triangle
(eye, depth
Step 2 — solve for the projected height. Multiply both sides by
Step 3 — read the shrink. The image height is the true height
That lone division by
Rays converging at the eye carve out a pyramid; clip off its tip (everything closer than the near plane) and its base (everything past the far plane) and you get a truncated pyramid — the frustum. It is exactly the region the camera can see, and three numbers pin it down.
Step 4 — the vertical field of view sets the opening angle. The fov is the total vertical angle the camera takes in. Half of it, together with the near distance, fixes how tall the near plane is — the top edge sits at
A wide fov flings the frustum walls outward (you see more, but with stronger distortion); a narrow fov squeezes them in (a zoomed, telephoto look).
Step 5 — the aspect ratio sets the width. Screens are wider than they are tall.
The aspect
Step 6 — the near and far planes cap the depth. The frustum runs from depth
Foreshortening is the
Crank the fov up and the effect turns grotesque. With the opening angle wide, objects near the
edges sit at steep angles to the axis, where the projection stretches them dramatically — the
classic "fish-eye" bulge, beloved of skateboarding videos and dreaded by portrait photographers.
A narrow fov does the opposite: it flattens depth (a telephoto "compression", making distant
mountains loom). Choosing the fov is choosing how aggressively the
Side-on view: the eye is at the left, the near plane is the vertical line just in front of it,
and the slanted lines are the frustum's top and bottom edges. Two equal objects (the dots) sit at
different depths; the rays from the eye through them strike the near plane at their projected
heights