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Home/ Questions/Q 333425
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Editorial Team
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Editorial Team
Asked: May 12, 20262026-05-12T09:57:36+00:00 2026-05-12T09:57:36+00:00

I’m trying to more or less recreate Johnny Lee’s Wii head tracking app ,

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I’m trying to more or less recreate Johnny Lee’s Wii head tracking app, but using an augmented reality toolkit for the tracking, and WPF for graphics. To do this, I need to create a perspective camera using the top, bottom, right, and left parameters to create my viewing frustum, instead of field of view and aspect ratio (to those familiar with OpenGL, I want to use the WPF equivalent of glFrustum instead of gluPerspective)

The problem is, those options don’t seem to be available on WPF’s PerspectiveCamera class. I could probably create the projection matrix manually if I had to and use MatrixCamera, but I’d like to avoid that. Does anyone know of a better way to do this?

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  1. Editorial Team
    Editorial Team
    2026-05-12T09:57:37+00:00Added an answer on May 12, 2026 at 9:57 am

    I never did find a built-in way to do this, so I wrote my own. The math behind it can be found in the OpenGL glFrustum docs. If anyone else ever runs into this problem, this should work for you:

    public Matrix3D CreateFrustumMatrix(double left, double right, double bottom, double top, double near, double far)
    {
        var a = (right + left) / (right - left);
        var b = (top + bottom) / (top - bottom);
        var c = -(far + near) / (far - near);
        var d = -2 * far * near / (far - near);
    
        return new Matrix3D(
            2 * near / (right - left), 0,                         0, 0,
            0,                         2 * near / (top - bottom), 0, 0,
            a,                         b,                         c, -1,
            0,                         0,                         d, 0);
    }
    

    Just set MatrixCamera.ProjectionMatrix to the return value of that method, and you’re all set.

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