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Quick And Dirty: Changing Aspect Ratios

by Mike Kost

Introduction

Povray is rather square. Well, the images are. The monitor 640x480, 800x600, or 1024x768 are standard rendering targets. Not all scenes are their best at these dimentions, though. Sometimes a panorama shot or a tall and skinny tower better present the scene's contents than the good old Povray stand-by resolutions. To break outside the boxy world, aspect ratios must change. This Quick and Dirty tutorial will demonstrate how to adjust the aspect ratio for a Povray scene using Povray 3.6.

Quick Reading

To mess with aspect ratios, one must know the camera. To know the camera, one must do some quick reading:

Aspect Ratios

The aspect ratio refers the screen aspect ratio, which is the screen width divided by the screen hight of the image. Today, almost all computer monitors have square pixels [1], which makes it easy to relate screen resolutions and the aspect ratio. For example, a full-screen rendering at 1024 x 768 gives an aspect ratio of 1024/768 = 4/3 = 1.33 [2]. Monitors have been 4/3, just like TVs, for a long time. Povray, by default, assumes that the aspect ratio will be 4/3 or 1.33.

Enough of this stuff, lets go to some renderings!

The Scene

The scene below is fresh from rendering after careful tweaking of the shapes and colors. Please note that this image, like all the others, has the Povray source linked to the image for downloading.
Initial image
Rendered to 400x300 pixels, the scene looks a bit cramped. Maybe more white-space on the sides would open things up a bit. Below is the same scene rendering at 600x300 pixels.
Broke the aspect ratio
What just happened? We wanted Povray to give some padding, and instead there's squished spheres. The squishing results from Povray thinking that the aspect ratio is still 4/3 = 1.33. Because of this, Povray generates the image assuming that the screen is shaped funny and the image will look normal on the funny screen. Since this is not the case, lets fix the aspect ratio.

Fixing The Aspect Ratio

The new image has an aspect ratio of 600/300 = 200/100 = 2.0, and Povray needs to know this. The aspect ratio is altered through the 'up' and 'right' directives inside a camera. Povray understands the image aspect ratio to be 'right/up'. To change Povray from the default setting, the camera is altered as follows:
camera {
  location  <5, -0.8,  0.0>
  look_at   <0.0, 0.0,  0.0>
  up        1*y
  right     2*x
  angle     33
}

For most aspect ratio changes, it should only be necessary to correct the 'right' vector, but it's equally valid to change both right and up.  After this change, a new rendered version of the scene is below:
Correct aspect ratio image - angle not right
White space was lost from the top and bottom, not added to the sides. This is because of the camera angle - it needs to be corrected before we get the extra space on the sides.

Correcting The Angle

The camera angle tells Povray what the horizontal viewing angle is. Because the horizontal width was changed without changing the viewing angle, Povray takes the same scene width and spreads it over the larger sized image. As a rule of thumb, increase the viewing angle the same percent that you increased the width [3]. For example, the width changes from 400 to 600 pixels. 600/400 = 1.5. The angle needs to be changes by 1.5, giving a new angle of 1.5 * 33 = 48.5. To keep things clean, the angle was rounded down to 48. The new camera settings are below:
camera {
  location  <5, -0.8,  0.0>
  look_at   <0.0, 0.0,  0.0>
  up        1*y
  right     2*x
  angle     48
}

From here, we render one more time:
Everything's good
Ta da!

Want To Know More?

This is another topic that's not well documented for Povray, but there is some interesting reading on aspect ratios in general:

Notes And Disclaimers

[1] - Not all pixels are square, just almost all of them. For example, a typical CRT monitor (4/3 aspect ratio) displaying 1280x1024 (5/4 aspect ratio) results in a 16x15 pixels. Refer to Quite limited: Device-aspect-ratio for more info.

[2] - You can figure it out all the relationship between the pixel aspect ratio (which is generally assumed to be 1/1), the image size, and the screen aspect ratio by using pixelAspectRatio * width/height = screenAspectRatio. Driving a 1280x1024 CRT monitor will give a 16x15 pixel aspect ratio. There are also some flat panel monitors or laptop screens that use wierd pixel aspect ratios, but these are not normal.

[3] - The rule of thumb works well while the angles are small, and gradually breaks from there. The equation to get the exact answer is 'newAngle = 2 * asin(sin(oldAngle/2) * newWidth/oldWidth)'. In this specific situation, using the rule of thumb on an old angle of 55 will give a 6% error versus the mathematically correct version. This should be acceptable in most applications - just be aware of the limitations.

Published: 08/28/05
Last Edited: 08/28/05

Copyright (C) 2005 Mike Kost