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