I'm wondering how we would extend this to encode the camera orientation.
graphic_content
I really like the interpretation of the points when the z-coordinate is zero. In vision, z=0 represents a point at infinity in homogenous coordinates. Similarly in graphics, as the value of the z-coordinate decreases from a finite number to zero, the point keeps getting closer to the camera and the size of the square surface keeps increasing. z=0 would mean that the coordinates of the points on the square surface are now at infinity. I really like this thought experiment.
degrees_K
One problem I can see with this drawing objects this way is that it doesn't account for parts of the object blocking other parts for the camera when the object is not transparent. When drawing by hand it would be easy to just erase, but I am not sure how easy it is to implement, especially when you get to more complex objects.
Arthas007
Is this how camera works in game software like Unity?
I'm wondering how we would extend this to encode the camera orientation.
I really like the interpretation of the points when the z-coordinate is zero. In vision, z=0 represents a point at infinity in homogenous coordinates. Similarly in graphics, as the value of the z-coordinate decreases from a finite number to zero, the point keeps getting closer to the camera and the size of the square surface keeps increasing. z=0 would mean that the coordinates of the points on the square surface are now at infinity. I really like this thought experiment.
One problem I can see with this drawing objects this way is that it doesn't account for parts of the object blocking other parts for the camera when the object is not transparent. When drawing by hand it would be easy to just erase, but I am not sure how easy it is to implement, especially when you get to more complex objects.
Is this how camera works in game software like Unity?