Stack Exchange Network

Stack Exchange network consists of 175 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers.

Visit Stack Exchange

Questions tagged [camera-matrix]

The tag has no usage guidance.

4
votes
1answer
108 views

Do straight lines always remain straight when projected with a perspective camera?

If I have a straight line in 3D space and I use a camera matrix to do a perspective projection into a 2D plane/screen will the resulting line always be straight too? If I project the start point and ...
4
votes
1answer
58 views

Modify camera matrix so that it renders a “chunk” of the frustum

Given a perspective projection matrix. How can one from it derive a set of matrices representing "chunks" of the viewport? So that the rendered chunks can be "stiched" to form an image "chunk times ...
1
vote
1answer
140 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 ...
2
votes
1answer
68 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
vote
1answer
154 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 ...
5
votes
1answer
391 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: ...
1
vote
2answers
109 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, ...
1
vote
0answers
55 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 ...
1
vote
0answers
278 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
votes
0answers
122 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 ...
2
votes
0answers
121 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
votes
2answers
2k 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
votes
2answers
582 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
votes
1answer
286 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
votes
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
votes
1answer
124 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 ...