---
tags: engineering/three.js, three.js, camera
author: Nguyen Dinh Nam
date: 2022-09-13
---
This article gives basic information about characteristics of the frequently used types of camera in three.js.
Three.js is a JavaScript 3D library that allows developers to program and describe data in 3 dimensions, and then convert them into 2 dimensions and display them on HTML canvas. **Camera** is one of the core elements of a three.js project, beside Scene, Renderer and 3D objects.
## Most frequently used types of three.js camera
You cannot use the `Camera` class directly to initialize a new camera in three.js. Instead, use the `PerspectiveCamera` or `OrthographicCamera` specifically. The image below shows the object viewed in perspective camera (upper) and in orthographic camera (lower).

Place them into the Oxyz coordinate...

### Perspective camera

Some crucial attributes:
- **fov** (Field of view): Camera frustum vertical field of view, i.e. the angle of the view in the yOz plane, in degree. Think of panorama and binoculars and you can understand this concept.

- **near** and **far**: Clipping planes at 2 points on the z axis. Note that objects with z position outside the `(near, far)` interval will not be displayed.
```javascript
const camera = new THREE.PerspectiveCamera(45, 16 / 9, 1, 1000);
scene.add(camera);
```
In the example above, a perspective camera is initialized with `fov` equals 45 degree, `aspect-ratio` of 16 / 9, `near` and `far` are 1 and 1000 respectively.
Perspective camera visualization with [`CameraHelper`](https://threejs.org/docs/index.html?q=camera#api/en/helpers/CameraHelper) from [r105.threejsfundamentals.org](https://r105.threejsfundamentals.org/threejs/threejs-cameras-perspective-2-scenes.html):
<iframe height="400" style="width: 100%;" scrolling="no" title="Three.js - Cameras - Perspective 2 views" src="https://codepen.io/nguyend-nam/embed/abGmYBp?default-tab=result" frameborder="no" allowfullscreen="true"></iframe>
### Orthographic camera

Some crucial attributes:
- **top**, **right**, **bottom** and **left**: Vertical and horizontal position of 4 vertices of the view. Each side also presents a clipping plane as for **near** and **far**.
- **near** and **far**: Same as for perspective camera.
```javascript
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 1, 1000);
scene.add(camera);
```
In the example above, an orthographic camera is initialized with `left`, `right`, `top` and `bottom` are -1, 1, 1 and -1 respectively. The last 2 numbers represent `near` and `far`.
Orthographic camera visualization with [`CameraHelper`](https://threejs.org/docs/index.html?q=camera#api/en/helpers/CameraHelper) from [r105.threejsfundamentals.org](https://r105.threejsfundamentals.org/threejs/threejs-cameras-orthographic-2-scenes.html):
<iframe height="400" style="width: 100%;" scrolling="no" title="Three.js - Cameras - Perspective 2 views" src="https://codepen.io/nguyend-nam/embed/BaxLrWv?default-tab=result" frameborder="no" allowfullscreen="true"></iframe>
## Other types of camera
Beside those 2 most frequently used types of camera, three.js also provides various of camera type options:
- [ArrayCamera](https://threejs.org/docs/index.html?q=camera#api/en/cameras/ArrayCamera)
- [CubeCamera](https://threejs.org/docs/index.html?q=camera#api/en/cameras/CubeCamera)
- [StereoCamera](https://threejs.org/docs/index.html?q=camera#api/en/cameras/StereoCamera)
## Reference
- https://threejs.org/docs/index.html?q=camera#api/en/cameras/Camera
- https://r105.threejsfundamentals.org/threejs/lessons/threejs-cameras.html
- https://www.vectorstock.com/royalty-free-vector/isometric-and-perspective-drawings-vector-7297379
- https://wiki.freecadweb.org/index.php?title=File:Orthographic_Perspective.gif


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