iI am learning about the "graphics pipeline"graphics pipeline. My understanding of the view transformation, is that you:
- need to firstFirst create a normalized, separate coordinate system for the camera. Based, based on its position and orientation in world space.
- usingUsing those basis vectors, you can transform the world coordinate system into the camera's (by applying the view matrix to each point).
- iI believe the change of basis part of the view matrix is derived from the computed vectors of the camera's coordinate system.
- iI am confused about the translation part. I think this involves moving each vertex in world space by the offset of the camera, effectively making the camera the origin of the vector space.
edit: iI wish iI could actually make a simulation of a grid transforming with the change of basis vector, with the 2 coordinate grids eventually aligning. And then in my head i'mI'm imagining that the objects in the scene are then translated towards the camera (effectively putting the camera at the origin)