

"Bald Eagle" <cre### [at] netscapenet> wrote:
>
> When we use POVRay, we assume that the basis vectors for the Euclidian space we
> are modeling in, are defined as:
> x = <1, 0, 0>
> y = <0, 1, 0>
> z = <0, 0, 1>
>
> TdG points out that a "fix" or workaround for scenes made in Moray, which is
> righthanded, is to scale the camera "scale <1, 0, 0>" in order to "flip" the
> whole scene and make it look correct.
>
> But fundamentally, what you are doing is changing the x basis vector (relatively
> speaking), which affects every point in the 3D space that you are working in,
> and therefore every object built using those coordinates.
>
> Making those basis vectors userdefinable at their core would add a maximum
> flexibility.
> In fact, if one really wanted to go nuts, rather than just having scalar values
> in the matrix, one could define some sort of function to warp the entire
> coordinate space. I know that sounds crazy, and most people will ask, "WHY
> would you want to do that???!", but watch Grant's excellent videos, and you
> might get some ideas.
>
>
> http://www.flohmueller.de/pov_tut/trans/trans_400e.htm
>
> Also check out Grant Sanderson's (3Blue1Brown) excellent series on linear
> algebra.
> https://www.youtube.com/watch?v=k7RMot2NWY
Oh, I know what thing do you said now, thank you.
What you said is about the transform associate with camera before cast to
screen...
I have basic capability with vector and matrix. But fail to understand
eigenvalue/ eigenvector / diagonal matrix
I ever derive/coding method of axis rotate by myself.
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