I am assuming you are using a perspective camera.
You can set the camera’s position, field-of-view, or both.
The following calculation is exact for an object that is a cube, so think in terms of the object’s bounding box, aligned to face the camera.
If the camera is centered and viewing the cube head-on, define
dist = distance from the camera to the _closest face_ of the cube
and
height = height of the cube.
If you set the camera field-of-view as follows
fov = 2 * Math.atan( height / ( 2 * dist ) ) * ( 180 / Math.PI ); // in degrees
then the cube height will match the visible height.
At this point, you can back the camera up a bit, or increase the field-of-view a bit.
If the field-of-view is fixed, then use the above equation to solve for the distance.
EDIT: If you want the cube width
to match the visible width, let aspect
be the aspect ratio of the canvas ( canvas width divided by canvas height ), and set the camera field-of-view like so
fov = 2 * Math.atan( ( width / aspect ) / ( 2 * dist ) ) * ( 180 / Math.PI ); // in degrees
three.js r.69