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Questions tagged [camera-matrix]

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1
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1answer
82 views

Translate an arcball camera upwards or left-right

This problem is giving me a really hard time. I'm always looking at the origin and have a camera that moves around it in an arcball mode. That part works beautifully: I'm calculating the camera ...
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0answers
19 views

Move a camera (orbiting camera) togheter with the Earth around the Sun

I modeled, Phong shaded and animated 2 spheres in a simple way to approximate in a naif way the solar system (with Earth and Sun alone). There is the Sun at the center and the Earth that goes around ...
2
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1answer
63 views

`worldViewProjection` doesn't work for a single component

I have implemented a couple of classes which are drawn using shaders where the vertex position is always calculated the same way: ...
1
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1answer
93 views

How to rotate a camera?

So I am doing a simple FPS camera with openGL. I store the camera as 4 vector, a position vector, a lookAt vector, an up vector and a right vector. When the user presses a key, I create a rotation ...
4
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1answer
235 views

Inverse value in a Perspective Matrix

I am a new leaner of computer graphics. I'm trying to understand a code I found online and I got stuck in the following formula: ...
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2answers
103 views

Is there something wrong with a column camera matrix?

I am writing a simple ray tracer. I was working on my camera matrix when I encountered a problem. When I changed the look vector, so that it headed down, the image, which was supposed to go up, ...
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0answers
52 views

Sampling a textureCube using a screen quad

I´m trying to use a screen quad to display the contents of a texture cube (instead of rendering a cube mesh in front of the view). I´m passing to my shader the camera view matrix. The pixel shader ...
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0answers
192 views

Getting improper undistorted images for stereo calibration

I am trying to calibrate stereocamera using left and right chessboard images available at github.com->opencv/opencv/tree/master/samples/data After undistorting them, left images seem to look right ...
4
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0answers
92 views

Calculate Camera parameters and HandEyeCalibration

I'm trying to calculate camera paramters and a hand eye calibration (Transformation from camera to eye (display) coordinates) for rendering on a see-through HMD. I have already calculated a ...
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0answers
98 views

With OpenGL, is it correct to apply model transformation to rotate the camera?

Having taken a basic CG course, I remember that transformations are relative, so rotating the camera is identical to rotating the view in the opposite direction. Right now I want to implement camera ...
2
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2answers
1k views

Correcting my “look-at” matrix so that it works on non-camera objects?

I'm familiar with the "look-at" matrix and the goal of being able to rotate a Camera at a specific location towards a specified target. When I tell the ...
5
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2answers
413 views

My perspective projection is messed up?

So I've been messing with perspective projection matrices recently. I used numpy and GTK/Cairo to make a very small Python renderer. I'm very confused with the results I'm getting though. I took this ...
4
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1answer
266 views

Inverted yaw angle in the view matrix

I'm trying to construct a FPS view matrix for my OpenGL renderer using yaw and pitch angles instead of the typical LookAt view matrix. The view matrix is the ...
5
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2answers
117 views

Correctness of logical steps for create the matrix of viewing transformation

In general, I understand the creation of viewing transformation matrix, but I have my doubts. For example, let's say that a world coordinate (called $A$) has a center at $(1,1,1)$, and the view ...
3
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1answer
112 views

Building a lookat camera matrix

I was reading this article and found something that caught my attention. They say they are using column-major for their matrices so, in the code they have under the section Look At Camera they ...