The Camera Match utility uses a bitmap background photo and five or more special "CamPoint" objects to create or modify a camera so that its position, orientation, and field-of-view matches that of the camera that originally created the photo.
The general process to follow in using Camera Match is described in the following procedures.
To use camera matching:

Camera Match
Object Type rollout
CamPoint, and Create menu
Helpers
Camera Point. (For the enhanced menus, you can find CamPoint on the Objects menu.) You must have accurate measurements of distances between at least five features in your scene, which can’t be all on a single plane. Try to use points that are distributed throughout the scene rather than features that are all clustered in the front or back. This will give the most accurate results.
If there are errors and the camera cannot be created, readjust the point positions in 3D space, and reassign them to the bitmap. It’s easy to make a mistake doing either, but once you get it right the match should work.
To establish the bitmap background for the renderer:
Use Map is turned on automatically.
To establish the bitmap background to display in the viewport:
Viewport Background
Custom Image File. This opens the Viewport Configuration dialog
Background panel.
The background appears in the viewport.
To create CamPoint objects:
Helpers
CamPoint. (For the enhanced menus, you can find CamPoint on the Objects menu.)
Selection Floater) to select and rename the six pointers. You now have the CamPoint objects occupying real-world coordinate positions that correspond to the structure in the bitmap image. The last sequence of steps involves using the Camera Match utility to specify the screen coordinate points, one for each CamPoint object, and generating a camera position based on the data.
To use the Camera Match utility:
The Camera Match utility appears, listing the CamPoint objects.
A small, red cross appears.
A camera is created in the scene based on the location of the CamPoint objects and the specifications of the screen coordinates points.

Displays a list of the CamPoint helper objects in the scene. You select the CamPoint objects from this list to assign screen coordinate points. Note that if you select a CamPoint object in the viewport, it‘s highlighted in this list as well.
Fine-tunes the position of the screen coordinate points in 2D space.
Turns off a specific coordinate point without deleting it. Select the corresponding CamPoint in the list, and then turn off Use This Point. This feature is typically used for troubleshooting when the Current Camera Error is too high (greater than five, for example).
Click a location on the viewport bitmap to place a screen coordinate point visually against the background image. The point you place corresponds to the currently selected CamPoint object. After activating the Assign Position button, select a CamPoint object from the list, and then click in the viewport at a position on the bitmap background that corresponds with where the associate CamPoint object should be in the 3D scene. After repeating this process with each CamPoint object in the list, you can click the Create Camera button to create a camera that matches the placed coordinates with their associate CamPoint objects.

Creates a camera in the scene whose position, orientation, and field of view is based on the current location of the CamPoint helpers and the assigned screen coordinate points.
Modifies the position, orientation and FOV of an existing, selected camera based on the CamPoint helpers and assigned screen coordinate points.
Maximum number of iterations used to calculate the camera position. Default is 500, though a stable solution is usually found in less than 100 iterations.
Prevents the FOV (field of view) of the camera from being changed when using the Create Camera or Modify Camera buttons. Use if the FOV of the camera that took the photograph is known and you want to preserve it.
Displays the total error that remains between the placed screen coordinate points, the CamPoint helpers, and the camera position after the final computation. The calculations involved in the camera match are seldom perfect. A good error range is about 0 to 1.5.
Exits the Camera Match utility.