What I try to do is find a transformation matrix that transforms camera's FOW into a real world plane (for now, assume the plane equation is z = 0). The camera is attached at point C(0,0,3) and the camera's direction is described by a vector (1,1,-1). The camera's field oview is 2.0 x 1.33 m at 2, angle of view 54 x 41 degrees. The origin point of the camera's FOW is it's left-top point O'(0,0). It looks similar to this picture (sorry, it was easier to draw it by hand)

As far as I see it, the camera's field of view has to be rotated and moved. I've tried to use this formula to rotate the normalization vector about 45 degrees, but it seems that I only scaled the vector.
What is the matrix required to transform the camera FOW into a real world plane?
Hint: I strongly suggest you pick up any book on computer graphics (including the one I helped write, but others are equally good or better, I'm sure) or any online resource on the subject -- ACM SIGGRAPH has several good ones, I believe! -- and read the material about camera specifications and transformations. That will allow you to formulate your question properly, and more likely, will allow you to answer it for yourself. It's true that it's a lot of reading -- our chapters on these two topics probably occupy 40 pages -- but that's also why you should go look at a book: it's not reasonable to ask us to type 40 pages of material here.
In particular, the first edition of Foley and van Dam, Interactive Computer Graphics, should be available really cheap, and actually has formulas for stuff like this. A more modern treatment is Pete Shirley's book.