Recently I've became an intern in company-name
and my internship task is(for now) create rasterization using rays.
I'm mostly interested in pure math, so basic ideas on how to do it I've caught up really fast: I need to find an intersection of a ray that starts in center of a pixel with a plane of a triangle, compute barycentric coordinates in order to understand whether the intersection point is in the triangle or not.
But when it comes to code realization, I'm getting stuck.
First of all, and probably my main "problem" is that I can't really understand what "camera" is really about. I know it might have a lot of different properties(so called "intrinsic" and "extrinsic"), but I just need a basic one. For now I understand this as an "eye" located somewhere in the space.
And here is the second "problem": I said, the camera is located somewhere in the space, but where is it really located? I really can't get how to put in in the space. Also, I need to put the "screen" somewhere in the space as well, preferably between the "eye" and object/scene(I'm considering pinhole camera as a primer model).
For now, I do the following: I identify "eye" and "screen" as one object(going down to biology, "screen" is something like the cornea of a human eye). I scale my object/scene in $[-1,1]^3$, and put my "eye"/"screen" on the 2-sphere of radius $2\sqrt3$, because $[-1,1]^3$ is inside of this sphere. Therefore I can move my "camera" on the sphere, getting different camera positions. But I'm not quite sure that this is how it should be done.
So this are my problems, basically about the essence of camera(and so of screen) and its positions in the space. I hope someone will help me to tackle my confusion. Thanks.