Questions tagged [perspectivecamera]

Perspective camera projection projects points onto the image plane along lines that emanate from a single point, called the center of projection. This means that an object has a smaller projection when it is far away from the center of projection and a larger projection when it is closer.

Perspective Projection describes the mapping from 3D points in the world as they are seen from of a pinhole camera, to 2D points on a viewport.

At perspective projection the viewing volume is a frustum (a truncated pyramid), where the top of the pyramid is the viewing position.

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Setting Up a Coordinate System For Perspective Viewing?

I understand the concept behind a frustrum viewing system; it's shaped like a pyramid, and as objects get closer to the center, they get smaller until they're finally clipped off. However, when using a viewing projecting in say, OpenGL (heads up: I…
Shokwav
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Perspective Projection

Few days ago I decided to start in 3D programming and came across perspective projection. I use the following code to get the matrix: public static Matrix3D ProjectionMatrix(double angle, double aspect, double near, double far) { double size =…
Belos
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vertices not being drawn in opengl

I've been having trouble drawing a simple vertex-specified (box-like) teapot model using shaders with some input for translation and rotation. I've checked my gl code and matrices (object position on -z, camera at origin, etc) over and over and…
Darksai
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expected point is not right in epipolar geometry

I have 2 cameras (camera 2 is translating respect camera 1) with their projection matrix P1 and P2. They took an image, I1 (camera 1) and I2 (camera 2) 512x512. P1 = -510.0686 -12.9401 -259.3765 -130.4363 -7.6701 -517.0217 -257.2912 …
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JavaFX 3D perspective camera movement

So now, thanks to help from my earlier question, and the very helpful answer from the user "trashgod" (more appropriately pronounced "javafxgod", in my case), I have been able to make much progress on the actual model I was trying to build with…
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Conversion from OpenGL to OpenCV

What I have I'm generating images using the standard perspective camera in unity. The camera is aiming to the ground plane (in unity it's the xz-plane), see image. From this I need to remove the perspective so all crop rows are parallel to each…
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How to write a unit test for a function that does coordinate transforms and perspective projection

I have a function that transforms some 3d points to the coordinates system of a camera, then projects those points to the camera image. I am struggeling to find a way how to make this testable. This function uses other simpler functions that perform…
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Detect whether four points or four lines in 2D space can map to a flat right-angled rectangle rotated in 3D space

We are given either: 4 points in Cartesian coordinates 4 straight lines in Cartesian space We assume this 2D Cartesian space is a perspective projection of a 2D space. I may be wrong but I believe right-angled rectangles impose a constraint such…
hippietrail
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Problems with camera view and lighting (openGL & GLUT)

I am trying to implement the bottom subwindow with three torus, but failed to display anything on the subwindow.. main function for subwindow: instrument_window = glutCreateSubWindow(main_window, GAP, view_height + 3*GAP, 2*(view_width+GAP),…
Michelle Shieh
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Convert Screen co-ordinates to Prspective camera co-ordinates in libgdx?

I am developing 3d game using libgdx .i have to move my model on touchdrag() . how can i convert my touch co-ordinates to perspective camera co-ordinates.
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Compute camera rotation in raytracer

I'm currently coding my own raytracer for school and i'm running in a bit of a problem while setting up my camera. I know where my camera is (cX, cY, cZ) and i know where it is looking at (lX, lY, lZ) I need to convert those data in : where my…
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Get orientation of an Object3d child

Ok, here is the problem: I am using a PerspectiveCamera as a child of an Object3d to chase it. ... player.add(backCamera); backCamera.position.set(0, 10, -80); backCamera.lookAt(player.position); ... Now i am trying to use a Raycaster to find the…
Jiloc
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OpenGL MVP matrix miscalculation

I've been following some OpenGL tutorials and my MVP matrix calculations don't seem to be working like they should. I suspect I've made an error somewhere in one of my functions, but I cannot seem to pinpoint it. Help would be appreciated, as I am…
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