This documentation is archived and is not being maintained.

PerspectiveCamera Class

Represents a perspective projection camera.

Namespace: System.Windows.Media.Media3D
Assembly: PresentationCore (in presentationcore.dll)
XML Namespace:

public sealed class PerspectiveCamera : ProjectionCamera
public final class PerspectiveCamera extends ProjectionCamera
public final class PerspectiveCamera extends ProjectionCamera
<PerspectiveCamera .../>

PerspectiveCamera specifies a projection of a 3-D model to a 2-D visual surface. This projection includes perspective foreshortening. In other words, the PerspectiveCamera describes a frustrum whose sides converge toward a point on the horizon. Objects closer to the camera appear larger, and objects farther from the camera appear smaller.

The following diagram shows the difference between orthographic and perspective-foreshortened camera projections.

Orthographic and perspective projection

<Page xmlns=""
  xmlns:x="" >
      <Canvas Width="321" Height="201">

        <!-- The Viewport3D provides a rendering surface for 3-D visual content. -->
        <Viewport3D ClipToBounds="True" Width="150" Height="150" Canvas.Left="0" Canvas.Top="10">

          <!-- Defines the camera used to view the 3D object. -->
            <PerspectiveCamera Position="0,0,2" LookDirection="0,0,-1" FieldOfView="60" />

          <!-- The ModelVisual3D children contain the 3D models -->

            <!-- This ModelVisual3D defines the light cast in the scene. Without light, the 3D 
                 object cannot be seen. Also, the direction of the lights affect shadowing. If desired,
                 you can create multiple lights with different colors that shine from different directions. -->
                <DirectionalLight Color="#FFFFFF" Direction="-0.612372,-0.5,-0.612372" />

                  <!-- The geometry specifes the shape of the 3D plane. In this sample, a flat sheet is created. -->
                     TriangleIndices="0,1,2 3,4,5 "
                     Normals="0,0,1 0,0,1 0,0,1 0,0,1 0,0,1 0,0,1 "
                     TextureCoordinates="0,0 1,0 1,1 1,1 0,1 0,0 "
                     Positions="-0.5,-0.5,0.5 0.5,-0.5,0.5 0.5,0.5,0.5 0.5,0.5,0.5 -0.5,0.5,0.5 -0.5,-0.5,0.5 " />
                  <!-- The material specifies the material applied to the 3D object. In this sample a tiled drawing   
                       covers the surface of the 3D object.-->
                        <DrawingBrush Viewport="0,0,0.1,0.1" TileMode="Tile">
                                <GeometryDrawing Geometry="M0,0.1 L0.1,0 1,0.9, 0.9,1z"
                                  Brush="Gray" />
                                <GeometryDrawing Geometry="M0.9,0 L1,0.1 0.1,1 0,0.9z"
                                  Brush="Gray" />
                                <GeometryDrawing Geometry="M0.25,0.25 L0.5,0.125 0.75,0.25 0.5,0.5z"
                                  Brush="#FFFF00" />
                                <GeometryDrawing Geometry="M0.25,0.75 L0.5,0.875 0.75,0.75 0.5,0.5z"
                                  Brush="Black" />
                                <GeometryDrawing Geometry="M0.25,0.75 L0.125,0.5 0.25,0.25 0.5,0.5z"
                                  Brush="#FF0000" />
                                <GeometryDrawing Geometry="M0.75,0.25 L0.875,0.5 0.75,0.75 0.5,0.5z"
                                  Brush="MediumBlue" />
                  <!-- Apply a transform to the object. In this sample, a rotation transform is applied, rendering the 
                       3D object rotated. -->
                        <AxisAngleRotation3D Axis="0,3,0" Angle="40" />

More Code

How to: Create a 3-D Scene

This example shows how to create a 3-D object that looks like a flat sheet of paper which has been rotated. A Viewport3D along with the following components are used to create this simple 3-D scene:

How to: Animate Camera Position and Direction in a 3D Scene

The following example shows how to animate the position of a camera and animate the direction it is pointing in a 3D scene. This is done by using Point3DAnimation and Vector3DAnimation to animate the Position and LookDirection properties respectively of the PerspectiveCamera. You might use an animation like this to change the onlooker's view of a scene in response to an event.

How to: Animate Camera Position and Direction Using Key Frames

In the following example, Point3DAnimationUsingKeyFrames is used to animate the position of a PerspectiveCamera in a 3D scene. In addition, Vector3DAnimationUsingKeyFrames is used to animate the direction the camera is pointing in the 3D scene. Both of these animations use several key frames which create a series of animation effects:


Any public static (Shared in Visual Basic) members of this type are thread safe. Any instance members are not guaranteed to be thread safe.

Windows 98, Windows Server 2000 SP4, Windows CE, Windows Millennium Edition, Windows Mobile for Pocket PC, Windows Mobile for Smartphone, Windows Server 2003, Windows XP Media Center Edition, Windows XP Professional x64 Edition, Windows XP SP2, Windows XP Starter Edition

The Microsoft .NET Framework 3.0 is supported on Windows Vista, Microsoft Windows XP SP2, and Windows Server 2003 SP1.

.NET Framework

Supported in: 3.0