Part IA Michaelmas Term
View Matrix and Look-At
Purpose
The view matrix transforms world coordinates to camera coordinates:
- Camera at origin
- Looking down axis
- up, right
Standard Camera Assumptions
For uniform projection mathematics:
- Camera at origin
- Screen centre at
- Screen parallel to -plane
Look-At Construction
Given:
- Camera position
- Look-at point (where camera points)
- Up direction (which way is “up”)
Build Orthonormal Basis
-
Forward:
-
Right:
-
True up:
View Matrix
Coordinate System Conventions
| Space | Handedness | z-axis |
|---|---|---|
| Camera (OpenGL) | Right-handed | Look down |
| NDC | Left-handed | into screen |
The projection matrix flips the handedness.
Summary
- View matrix places camera at origin, looking down
- Constructed from position, look-at point, and up vector
- Build orthonormal basis using cross products
- Translation to origin + rotation to align axes
Past Paper Questions
2024 Paper 3 Question 4(b): Derive the look-at view matrix for a camera at position , looking at point , with up vector .