The camera transform corresponds to these steps (vid)
See Vertex shader, for more, about how it fits into the graphics pipeline
After the camera is in the origin is rightly oriented (pointed along the negative z direction, and up direction along y direction), we then vonvert things in the viewing volume of the camera (which is a Truncated pyramid) to Image space (which is a Cube).
This transformation is done so that the Stereographic projection that would have been necessary to project into the image plane in the original space, now becomes a Perpendicular projection in the image space! |
This can be done with a 4x4 matrix – this is the beginning of the matrix – this is the rest of the matrix
After the camera transform, one projects points in image space perpendicularly to the plane, called the Screen space