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Computer Graphics: Difference between revisions

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The projection matrix applies a perspective projection based on the field of view of the camera. This is done dividing the x,y view coordinates by the z-coordinate so that further object appear closer to the center. Note that the output is typically in normalized device coordinates <math>[-1, 1]\times[-1, 1]</math> rather than image coordinates <math>[0, W] \times [0, H]</math>.
The projection matrix applies a perspective projection based on the field of view of the camera. This is done dividing the x,y view coordinates by the z-coordinate so that further object appear closer to the center. Note that the output is typically in normalized device coordinates <math>[-1, 1]\times[-1, 1]</math> rather than image coordinates <math>[0, W] \times [0, H]</math>.


Notes: In computer vision, this is called the calibration matrix <math>K</math>.  
Notes: In computer vision, this is analogous to the calibration matrix <math>K</math>.  
It contains the intrinsic parameters of your pinhole camera such as field of view and focal length (which determines the resolution of your output).
It contains the intrinsic parameters of your pinhole camera such as field of view and focal length. The focal length determines the resolution of your output.


===Inverting the projection===
===Inverting the projection===