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Home/ Questions/Q 7946245
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Editorial Team
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Editorial Team
Asked: June 4, 20262026-06-04T01:05:40+00:00 2026-06-04T01:05:40+00:00

I’m looking for a better way (or a note that this is the best

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I’m looking for a better way (or a note that this is the best way) to transfer a pixel coordinate to its corresponding ray direction from a arbitrary camera position/direction.

My current method is as follows. I define a “camera” as a position vector, lookat vector, and up vector, named as such. (Note that the lookat vector is a unit vector in the direction the camera is facing, NOT where (position – lookat) is the direction, as is the standard in XNA’s Matrix.CreateLookAt) These three vectors can uniquely define a camera position. Here’s the actual code (well, not really the actual, a simplified abstracted version) (Language is HLSL)

float xPixelCoordShifted = (xPixelCoord / screenWidth * 2 - 1) * aspectRatio;
float yPixelCoordShifted = yPixelCoord / screenHeight * 2 - 1;
float3 right = cross(lookat, up);
float3 actualUp = cross(right, lookat);
float3 rightShift = mul(right, xPixelCoordShifted);
float3 upShift = mul(actualUp, yPixelCoordShifted);
return normalize(lookat + rightShift + upShift);

(the return value is the direction of the ray)

So what I’m asking is this- What’s a better way to do this, maybe using matrices, etc. The problem with this method is that if you have too wide a viewing angle, the edges of the screen get sort of “radially stretched”.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-04T01:05:42+00:00Added an answer on June 4, 2026 at 1:05 am

    You can calculate it (ray) in pixel shader, HLSL code:

    float4x4 WorldViewProjMatrix; // World*View*Proj
    float4x4 WorldViewProjMatrixInv; // (World*View*Proj)^(-1)
    
    void VS( float4 vPos : POSITION,
         out float4 oPos : POSITION,
         out float4 pos  : TEXCOORD0 )
    {
        oPos = mul(vPos, WorldViewProjMatrix);
        pos = oPos;
    }
    
    float4 PS( float4 pos : TEXCOORD0 )
    {
        float4 posWS = mul(pos, WorldViewProjMatrixInv);
        float3 ray = posWS.xyz / posWS.w;
    
        return float4(0, 0, 0, 1);
    }
    

    The information about your camera’s position and direction is in View matrix (Matrix.CreateLookAt).

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