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:


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