3.8 - Modeling Cameras

A virtual world is viewed through the lens of a virtual camera. A camera is modeled using the following information:

WebGL Implementation

A virtual camera is implemented with a 4x4 transformation matrix that moves objects to their desired location and orientation in front of a camera. The transformation matrix is multiplied by an object’s vertices in your vertex shader. Modeling a camera and modeling a projection are typically done separately, but they are typically combined into a single 4x4 transformation matrix.

Glossary

virtual camera
A model of a camera that allows a view of a virtual world from a specific location and orientation.
projection
A mathematical operation that projects a 3D world into a 2D image.
Next Section - 3.9 - Modeling Summary