Camera/View Space // OpenGL Tutorial #13

Camera/View Space // OpenGL Tutorial #13

OGLDEV

3 года назад

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OGLDEV
OGLDEV - 12.07.2021 23:26

While working on tutorial 15 (camera rotations using Quaternions) I found out I have a serious bug in that last slide where I show the final view transformation matrix. I tried to use a shortcut by combining the translation and rotation matrices together but it cannot be done like that. You have to multiply them. I have just pushed a fix for that (ogldev/Common/math_3d.cpp) and I will address it again when the next video is out. Sorry.

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Alan Gutierrez
Alan Gutierrez - 28.08.2023 13:38

great explanation!

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?
? - 10.05.2023 04:39

thank you soooooooo much =)

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capsbr
capsbr - 04.04.2023 15:41

Hello, big fan of your teaching since years ago, as I have mentioned before, thanks to you I have managed to learn OpenGL by learning things from detail by looking at your theory and code.
Perhaps just a simple linear algebra that might help explain why the position of the camera is set to its negative and the camera rotation is its transpose:

The camera transform matrix in world coordinate system, would be the matrix T*R*S, where T is the actual position of the camera R orientation and S scale. that is, considering only rotation and position for now M = (T*R). In order to transform world to camera coordinate system, one simply negates the matrix M, such that M^-1. That means (T*R)^-1, which is equal to (R^-1 * T^-1) which is equal to (R.transpose * T^-1), where T will have its non-diagonal values negative such that M = (R.transpose* -T).

I wish to start someday with Vulkan... Maybe after you have a complete course on it :))

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YuHao Han
YuHao Han - 03.04.2023 23:08

very helpful, thank you!

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marlinjai
marlinjai - 11.12.2022 17:34

Thank you so much for sharring all this knowledge and providing those resources. This helps so much with the learning process. Its super well explained as well.

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Oxi
Oxi - 21.06.2022 16:22

thank you so much for making this series, you are so great at explaining and for someone who is learning about 3d rendering at the same time as building a renderer your explanations help so much, and you are the only person i have found who has helped me understand it so well :D

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Taher Logbi
Taher Logbi - 23.05.2022 03:29

Perfect explanation, Thank you so much.

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Nour Rahim
Nour Rahim - 04.03.2022 01:09

you are awsome

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Brian Rosenlof
Brian Rosenlof - 17.02.2022 04:46

This is an excellent description, thank you!!

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Taca
Taca - 30.01.2022 17:31

I truly believe that one day your series will become the go-to lectures on graphics programming.

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Devin Leamy
Devin Leamy - 29.12.2021 05:14

Preaching to the choir here but your content is really fantastic. Thanks for the awesome series! Finding your channel made my day.

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Théo
Théo - 25.11.2021 03:02

i don’t understand, some people say the camera has no coordinates in the world space, some say that they its coordinate is at the origin and now from what i understand you say that the camera isn’t always at the origin. i am lost

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Abdulrahman Alsarori
Abdulrahman Alsarori - 20.11.2021 01:40

I love how you visualize things. Makes it easier to understand what is going on with the camera behind the scenes.

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Paula de Viguri
Paula de Viguri - 08.11.2021 10:19

Super helpfull! Having a hard time with Computer Graphics but your channel is helping me so much :)

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Schnitzel
Schnitzel - 16.09.2021 16:20

I've been struggling to figure out how view matrices work, but this video helped me understand it wonderfully, thank you for this amazing resource!

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Sneha Negi
Sneha Negi - 23.08.2021 11:27

this videoo...was great..cleared all my doubts....thank you so much for your efforts 😊

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Source Code
Source Code - 28.07.2021 22:58

I have never seen a teacher who teaches Graphics with such an ease. You really have a great sense of explaining. Your strong focus on explaining the concepts is really the best part of you and it makes you unique, a great and valuable teacher.

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Krzysztof
Krzysztof - 03.07.2021 22:05

you are an absolute unit

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code red art
code red art - 03.07.2021 05:11

some of the math was hard to understand, but i think if i watch it again, i will eventually get it. it feels like i'm looking at what happens when i use a glm::lookAt() behind the scenes.

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