It is not quite clear to me in terms of what the angle theta is referring to. It seems to be the angle between vector x7 and vector x6, but are we given such information about the angle?
motoole2
Theta represents the field-of-view of the camera, and is determined in this case by the position of points x_7 and x_6. OpenGL functions like gluPerspective take a field-of-view value as input (along with a near and far plane, and an aspect ratio) and generates the corresponding view frustum; it is a more intuitive approach to defining the view frustum than specifying points x_i explicitly.
It is not quite clear to me in terms of what the angle theta is referring to. It seems to be the angle between vector x7 and vector x6, but are we given such information about the angle?
Theta represents the field-of-view of the camera, and is determined in this case by the position of points
x_7
andx_6
. OpenGL functions like gluPerspective take a field-of-view value as input (along with a near and far plane, and an aspect ratio) and generates the corresponding view frustum; it is a more intuitive approach to defining the view frustum than specifying pointsx_i
explicitly.