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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