Questions tagged [projection-matrix]
The projection-matrix tag has no usage guidance.
12
questions with no upvoted or accepted answers
3
votes
1
answer
4k
views
Deproject Screen To World Coordinates (Unreal Engine 4.15)
I am working on a small game in Unreal Engine 4.15 using blueprints only and encountered a behaviour I don't understand.
The game is based on the Top Down Example. As I'd like to teleport an actor ...
3
votes
0
answers
584
views
Control frustum near and far clip plane sizes in a Projection Matrix
I'm trying to achieve a dolly zoom effect.
My first try was the obvious one, the original "zoom in & dolly out" technique, which works nicely.
Except that there are cases which this is not ...
2
votes
0
answers
1k
views
How to achieve the top-down (oblique) projection of textures using an OrthographicCamera?
This question is related to (How to calculate the initial velocity of projectile motion by a given distance and angle from point A to B) question.
Details
In the below image is the graphical ...
1
vote
0
answers
148
views
How to get world coordinates from a 4X4 camera matrix
I have Intel T265 camera which has a camera coordinates system like following diagram:
The camera system has two cameras and the center of the two cameras is the position of the camera system.
The ...
1
vote
0
answers
50
views
My triangle disappears when multiplaying by my perspective projection matrix
Whenever I multiply my transformation matrix, which is passed to the shader via constant buffer, my triangle disappears. Here is the code for the passed matrix:
...
1
vote
0
answers
70
views
Why projection window is between -1 and 1
Is it a convetion ? What we achieve with this ?
I am reading about how the perspective and orthographic matrix is getting calculated and everyone is trying to normalize the homogenous coordinates to [...
1
vote
0
answers
88
views
How and where to transform a Camera Frustum onto a tilted screen?
In rendering tutorials for perspective projection the assumption is that the rendering surface is perpendicular to the sight line.
As shown here:
How to accommodate for a screen that is tilted ...
1
vote
0
answers
55
views
Convert box to matrix
I have a box (non-rectangular cuboid?) and would like to convert it to a matrix such that when a point inside the box is multiplied by the matrix, a vector is returned that describes the relative ...
1
vote
0
answers
1k
views
How can I get shadows to appear correctly when using a custom projection matrix?
EDIT:
This has been officially marked as a bug in Unity. If anyone else has this issue, you can vote here for Unity to fix it.
As mentioned in this thread, I'm using a custom projection matrix in ...
0
votes
0
answers
32
views
NDK opengl-es unknown error
Projection matrix? Renderer? Where is the error?
I recently started studying NDK to create better performing android games ... but ... An error I didn't expect to deal with appeared a few weeks ago
...
0
votes
0
answers
126
views
Perspective projection matrix with a non-orthogonal near plane
I'm trying to figure out a way to provide such a perspective projection matrix to a shader that the "near" plane wouldn't necessarily be orthogonal to the camera vector. More specifically, I'm ...
-1
votes
1
answer
1k
views
Project camera-to-pixel ray in world coordinates
I'm trying to implement a very simple ray tracing function but I have a problem with projecting the camera ray (from camera to pixel) to the world space.
In the screen coordinates have the pixel ...