Chris
thanks thats interesting to know. My opengl is very rusty but I know or at least knew the general philosophy.

My background is Computer Vision so I tend to think in terms of an explicit camera/projection matrix which isnt necessarily modelled or exposed directly as such in many 3D graphics packages but in the CV community solving for and using the matrix is one of the central things we do.

Where these two worlds of graphics and computer vision cross is Augmented Reality. QC has been used for Augmented Reality - I see George posted a cool video a couple of years back http://vimeo.com/2375562
Were you involved in that at Kineme?
I wondered how AR alignment of virtual objects and live cameras is achieved within the QC framework - do you have a sketch of the general approach?

regards

Mark



Quoting Christopher Wright <[email protected]>:

I was trying to guess the parameters of the matrix as if it was a camera. how far did people get in reverse engineering it? Is there really two seperate matrices?


smokris and I gave the camera location -- I'm not sure what else. It's a single line of code to ask GL for it. It's not top-secret or anything, it's just not simply in code anywhere for reference (it's synthesized in a few steps during initialization). I don't think we want people building matrix-specific compositions because that breaks down under a number of circumstances.

The 2-matrix setup is actually due to OpenGL (GL_PROJECTION_MATRIX and GL_MODELVIEW_MATRIX) -- QC simply followed that model. Projection isn't used much at all (nothing changes it), ModelView is what gets modified all the time (every X/Y/Z Position/Rotation input concatenates a new matrix on it, along with other transforming patches doing the same thing).

--
Christopher Wright
[email protected]



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