Path: utzoo!attcan!utgpu!jarvis.csri.toronto.edu!cs.utexas.edu!uwm.edu!ux1.cso.uiuc.edu!ux1.cso.uiuc.edu!m.cs.uiuc.edu!shirley From: shirley@m.cs.uiuc.edu Newsgroups: comp.graphics Subject: Re: World to Eye coordinate transforms Message-ID: <4400055@m.cs.uiuc.edu> Date: 19 Dec 89 01:29:58 GMT References: <13513@<1989Dec15> Lines: 39 Nf-ID: #R:<1989Dec15:13513:m.cs.uiuc.edu:4400055:000:718 Nf-From: m.cs.uiuc.edu!shirley Dec 18 09:04:00 1989 There's a trick Don Hearn taught me that has cleaned up my viewing code a lot. Given the orthonormal unit vector set x_hat = (1, 0, 0) y_hat = (0, 1, 0) z_hat = (0, 0, 1) which is just the xyz axes, and a different orthonormal set u_hat = (ux, uy, uz) v_hat = (vx, vy, vz) w_hat = (wx, wy, wz) We can write down a matrix M s.t. x_hat = u_hat * M y_hat = v_hat * M z_hat = w_hat * M | ux uy uz | M = | vx vy vz | | wx wy wz | Then we can write down a matrix N s.t. u_hat = x_hat * N v_hat = w_hat * N w_hat = z_hat * N | ux vx wx | N = | uy vy wy | | uz vz wz | pete shirley shirley@m.cs.uiuc.edu