## Camera Transformation and View Matrix

In the previous article we learned about spaces and how to position and orient objects in world space by applying transformation matrices on them. We also learned about camera space, that is simply another coordinate system within the world space. (more…)

## Projection Matrix

In the previous article, we discussed the camera transformation which maps a vertex from world space into the camera space. Recall that the camera spans a orthonormal coordinate system with the three vectors $$\vec{u}$$, $$\vec{v}$$ and $$\vec{w}$$, where $$-\vec{w}$$ points along the viewing direction. In this section we will deal with the projection of the 3D vertex in camera space into a 2D view plane. In OpenGL, what follows is clipping and mapping to so-called normalized device coordinates which are tightly coupled into the construction of projection matrix. In fact, the pure mathematical construction of the projection matrix is easy. What makes it difficult is the clipping part. (more…)