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DMGregory
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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)

i am learning about the "graphics pipeline". My understanding of the view transformation, is that you:

  • need to first create a normalized, separate coordinate system for the camera. Based on its position and orientation in world space
  • using those basis vectors, you can transform the world coordinate system into the camera's (by applying the view matrix to each point)
  • i believe the change of basis part of the view matrix is derived from the computed vectors of the camera's coordinate system
  • i 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: i wish i 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'm imagining that the objects in the scene are then translated towards the camera (effectively putting the camera at the origin)

I am learning about the graphics pipeline. My understanding of the view transformation is that you:

  • First create a normalized, separate coordinate system for the camera, based on its position and orientation in world space.
  • Using those basis vectors, you can transform the world coordinate system into the camera's (by applying the view matrix to each point).
  • I believe the change of basis part of the view matrix is derived from the computed vectors of the camera's coordinate system.
  • I 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.

I wish I 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'm imagining that the objects in the scene are then translated towards the camera (effectively putting the camera at the origin)

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i am learning about the "graphics pipeline". My understanding of the view transformation, is that you:

  • need to first create a normalized, separate coordinate system for the camera. Based on its position and orientation in world space
  • using those basis vectors, you can transform the world coordinate system into the camera's (by applying the view matrix to each point)
  • i believe the change of basis part of the view matrix is derived from the computed vectors of the camera's coordinate system
  • i 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: i wish i 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'm imagining that the objects in the scene are then translated towards the camera (effectively putting the camera at the origin)

i am learning about the "graphics pipeline". My understanding of the view transformation, is that you:

  • need to first create a normalized, separate coordinate system for the camera. Based on its position and orientation in world space
  • using those basis vectors, you can transform the world coordinate system into the camera's (by applying the view matrix to each point)
  • i believe the change of basis part of the view matrix is derived from the computed vectors of the camera's coordinate system
  • i 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

i am learning about the "graphics pipeline". My understanding of the view transformation, is that you:

  • need to first create a normalized, separate coordinate system for the camera. Based on its position and orientation in world space
  • using those basis vectors, you can transform the world coordinate system into the camera's (by applying the view matrix to each point)
  • i believe the change of basis part of the view matrix is derived from the computed vectors of the camera's coordinate system
  • i 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: i wish i 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'm imagining that the objects in the scene are then translated towards the camera (effectively putting the camera at the origin)

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Is the "View transform" just a change of basis matrix + a translation applied to each point? (to bring them into camera space)

i am learning about the "graphics pipeline". My understanding of the view transformation, is that you:

  • need to first create a normalized, separate coordinate system for the camera. Based on its position and orientation in world space
  • using those basis vectors, you can transform the world coordinate system into the camera's (by applying the view matrix to each point)
  • i believe the change of basis part of the view matrix is derived from the computed vectors of the camera's coordinate system
  • i 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