How do I set up a graphics 3D projection? - projection camera adapter
I have the equations (C code) for the projection of 3D to 2D:
... a_x given, ZA, in Section 3, Space
... given Theta_x, Y, Z rotation of the camera
... E_x given, y, z position of the hearing in camera space
b_x then, and is the 2D projection
Where can I find the position of the viewer?
How will the rotation of the camera?
I'm not sure how exactly.
Is there an example of a test case with values?
1 comment:
Its difficult to give an exact answer, because they do not explain what the system is used for 3D work. In general, however, the values that characterize you to put in a 4x4 matrix.
The position is generally seen in the bottom row of the matrix, as a translation.
The rotation of the camera () often referred to as yaw, pitch and roll are set in the first 3 rows and columns of the matrix.
This can be done through the creation of individual matrices for the rotation around X, Y, Z, and translation. Then by multiplying the sequence in this one. Graphics API (like DirectX and OpenGL) have generally functions to create the table for you.
The point in space 3 is multiplied by the parent to get the point determined. His description suggests that an orthogonal projection (no perspective).
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