- Hands-On C++ Game Animation Programming
- Gabor Szauer
- 106字
- 2021-06-30 14:45:59
Creating camera matrices
Matrices are also used for camera transformations, including perspective transforms. A perspective transform maps a frustum to NDC space. NDC space typically has a range of -1 to +1 on all axes. Unlike world/eye coordinates, NDC space is left-handed.
In this section, you will learn how to create camera transformation matrices. The first camera matrix is a frustum, which looks like a pyramid with the tip cut off. A frustum represents everything that is visible to the camera. You will also learn how to create different projections and how to implement a "look at" function that lets you easily create a view matrix.
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