Timeline for What kind of projection is ScreenX=X/Z, ScreenY=Y/Z?
Current License: CC BY-SA 3.0
9 events
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Apr 27, 2013 at 9:08 | comment | added | aKzenT | Thanks for your help! You actually helped me a lot with the statement that I need more parameters for the projection, which triggered the research. | |
Apr 26, 2013 at 22:18 | comment | added | Seth Battin | @aKzenT I'm glad I helped you get there, but I really didn't answer your question at all. Besides, you obviously do the kind of work and research that we wish every questioner would do here. So I would hate to steal your opportunity to log a self-answered question. P.S.: cool article; thanks for posting it. | |
Apr 26, 2013 at 22:07 | comment | added | aKzenT | I think I found the solution. It's called a pinhole camera model, like described here: epixea.com/research/multi-view-coding-thesisse8.html If you want, you can edit your answer and I'll accept. Thanks for the help! | |
Apr 26, 2013 at 20:59 | comment | added | aKzenT | Please see my edit. I think maybe I found the missing "plane" hidden in another parameter. What do you think? | |
Apr 26, 2013 at 20:16 | comment | added | aKzenT | The View Matrix I calculate myself from the known world coordinates and rotation in space. So no hidden FOV there.. | |
Apr 26, 2013 at 20:14 | comment | added | aKzenT | I should mention that the View matrix I have represents a real camera, not a virtual one. So I'm not sure how the concepts of a near and far plane apply to this. They would be 0 and infinity. Besides, the existing code works, I just don't know why... | |
Apr 26, 2013 at 18:42 | comment | added | Seth Battin | @msell sure, they might have a hidden unity in there. I would look for the FOV in that view matrix first. | |
Apr 26, 2013 at 18:03 | comment | added | msell | I think they do define a FOV of atan(1/1) * 2 = 90°. | |
Apr 26, 2013 at 16:02 | history | answered | Seth Battin | CC BY-SA 3.0 |