Jump to content


- - - - -

Camera (View) Matrix - Help


  • You cannot reply to this topic
3 replies to this topic

#1 ajit_kamat

    New Member

  • Members
  • Pip
  • 8 posts

Posted 14 June 2005 - 09:40 AM

Hi,

I am having hard time understanding the camera (view) matrix:

Ux Vx Nx 0
Uy Vy Ny 0
Uz Vz Nz 0
-E.U -E.V -E.Z 1

How is this matrix constructed?
Why are there dot products in the translation section of this matrix?
How is rotation and translation actually achieved by this matrix?

Cheers,

~Ajit

#2 anubis

    Senior Member

  • Members
  • PipPipPipPip
  • 2225 posts

Posted 14 June 2005 - 01:22 PM

U, V and N are generally known as the camera vectors. U is your view vector. the camera looks into this direction. the V vector is a vector you choose. it has to be orthogonal to the U vector. finally the N vector is the cross product of U and V, thus forming a cartesian coordinate system. all that is left is to find out is the translation part... usually it is just the negative of the camera's position.

i don't know what E and Z are... could you clarify on that ? i assume that E is the eye or camera position ?
If Prolog is the answer, what is the question ?

#3 anubis

    Senior Member

  • Members
  • PipPipPipPip
  • 2225 posts

Posted 14 June 2005 - 01:38 PM

assuming that the last part of the translation is actually -E.N your are technically rotating E from camera to world coordinates, taking the negative of each component
If Prolog is the answer, what is the question ?

#4 ajit_kamat

    New Member

  • Members
  • Pip
  • 8 posts

Posted 15 June 2005 - 04:55 PM

yep, you are right it should be -E.N. Thank you for the reply.

~Ajit





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users