A method for extracting the 6 plane equations of a viewing frustum given by a MVP matrix is given by this. It there a similar method known for getting the world space coordinates of its 8 corner points, directly out of the 4x4 MVP matrix and without using trigonometry?
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Solved it by multiplying the projected coordinates of the frustum corners e.g. (1, -1, -1) with the inverse MVP matrix.
Edit:
If an OpenGL-type projection matrix P is used, the coordinates c
of the frustum's corners in model space are (±1, ±1, ±1)
(inside the frustum each coordinate goes from -1 to +1).
The corresponding coordinates in world space can be calculated as (P * V * M)^(-1) * c
. (in homogeneous coordinates)

tmlen
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please more details about projected coordinates – lady Oct 23 '20 at 22:38
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@lady: added details – tmlen Oct 24 '20 at 18:28
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What is M, the model matrix, in this case? – livin_amuk Aug 06 '22 at 08:10
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@livin_amuk would just be the identity matrix – tmlen Oct 10 '22 at 12:33