World, View and Projection Matrix Internals

This convention below is applicable to Direct3D and XNA matrices

World Matrix
Given a position and basis vectors rightup and look of an object, a world matrix can be formed by the following arrangement:


View Matrix
Given a position and basis vectors rightup and look of a viewer, a view matrix can be formed by the following arrangement:


Projection Matrix
Given field of view FOVaspect ratio, near clip plane Zn and far clip plane Zf, a perspective projection matrix can be formed by the following arrangment:


Comments

Popular posts from this blog

GDC 2015 Links

BASH: Reading Text File