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Home/ Questions/Q 8510501
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Editorial Team
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Editorial Team
Asked: June 11, 20262026-06-11T03:43:23+00:00 2026-06-11T03:43:23+00:00

I’m trying to implement an intuitive pointing mechanism, where the user would use his

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I’m trying to implement an intuitive pointing mechanism, where the user would use his hands to just point to an object on-screen. I have most of it ready, except I’m not sure how to write the final part.

Basically, I have a list of calibration points like the following:

typdef struct {
    Point2D pointOnScreen, // gives an x/y pixel screen position
    Point3D pointingFinger, // gives the position of the user's pointing finger, in space
    Point3D usersEyes // gives the position of the user's eyes, in space
} CalibrationPoint;

std::vector<CalibrationPoint> calibrationPoints;

Now, the idea is that I could use these calibrationPoints to write a function that would look something like this:

Point2D whereIsTheUserPointing(Point3D pointingFinger, Point3D usersEyes) {
     return the corresponding point on screen; // this would need to be calibrated
                                               // somehow using the calibrationPoints
}

But I have trouble figuring out the math of how to do this. The basic idea is that when you’re pointing, you’re aligning your finger so that your eyes–finger–object you're pointing at are aligned in a straight line. However, since I don’t have the position of the screen in 3D, I thought I could instead get the calibration points and deduce where the user is pointing from that. How would I go about writing the whereIsTheUserPointing() function and calibrating the system?

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  1. Editorial Team
    Editorial Team
    2026-06-11T03:43:24+00:00Added an answer on June 11, 2026 at 3:43 am

    I’m idealizing, but maybe this will be a start:

    • I assume that you can obtain universal 3D coordinates for the eyes and the tip of the finger.

    • Three points in 3D space span a plane. If we could determine three points on your screen, we could locate the screen plane in 3D space. To be safe, let’s locate all four corners, so we don’t just know the plane, but also its boundaries.

    • Two straight lines in 3D which meet determine a unique point in 3D.

    Thus, in order to find the four corners of the screen, produce four pairs of straight lines, two lines through each corner. This could be done by asking the user to point at the four corners, move, and then point at the four corners again.

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