I am currently working on ray-tracing techniques and I think I’ve made a pretty good job; but, I haven’t covered camera yet.
Until now, I used a plane fragment for view plane which is located between (-width/2, height/2, 200) and (width/2, -height/2, 200) [200 is just a fixed number of z, can be changed].
Addition to that, I use the camera mostly on e(0, 0, 1000), and I use a perspective projection.
I send rays from point e to pixels, and print it to image’s corresponding pixel after calculating the pixel color.
Here is a image I created. Hopefully you can guess where eye and view plane are by looking at the image.
My question starts from here. It’s time to move my camera around, but I don’t know how to map 2D view plane coordinates to the canonical coordinates. Is there a transformation matrix for that?
The method I think requires to know the 3D coordinates of pixels on view plane. I am not sure it’s the right method to use. So, what do you suggest?
There are a variety of ways to do it. Here’s what I do:
camera_position).camera_direction). (If you know a point the camera is looking at, you can compute this direction vector by subtractingcamera_positionfrom that point.) You probably want to normalize (camera_direction), in which case it’s also the normal vector of the image plane.camera_up).camera_right = Cross(camera_direction, camera_up)camera_up = Cross(camera_right, camera_direction)(This corrects for any slop in the choice of “up”.)Visualize the “center” of the image plane at
camera_position + camera_direction. The up and right vectors lie in the image plane.You can choose a rectangular section of the image plane to correspond to your screen. The ratio of the width or height of this rectangular section to the length of camera_direction determines the field of view. To zoom in you can increase camera_direction or decrease the width and height. Do the opposite to zoom out.
So given a pixel position
(i, j), you want the(x, y, z)of that pixel on the image plane. From that you can subtractcamera_positionto get a ray vector (which then needs to be normalized).This is meant to be illustrative, so it is not optimized.