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Asked: June 11, 20252025-06-11T04:14:19+05:30 2025-06-11T04:14:19+05:30

Is the view transform simply a combination of change of basis and translation to position objects in camera space?

anonymous user

I’ve been diving deep into the graphics pipeline lately, particularly the view transformation, and I feel like I’m grasping some concepts, but I still have a couple of puzzle pieces that don’t quite fit together. I’m curious to see if anyone else has navigated through these same thoughts or can help clarify things for me.

So, here’s my current understanding: to perform a view transformation, it seems you first need to establish a separate, normalized coordinate system for the camera. This step appears to hinge on the camera’s position and orientation in the world space. From what I’ve gathered, you derive basis vectors corresponding to the camera’s orientation and use those to create a new coordinate system. This makes perfect sense to me.

However, the part that trips me up is the idea of translating the view matrix. I think I grasp that the change of basis involves recalibrating the world coordinate system to align with the camera’s coordinate system; but when we start applying translation, my confusion kicks in! Is it right to think that this translation aspect allows us to position the camera at the origin of this new system? It feels like I’m effectively moving each vertex in world space by the inverse of the camera’s position, making the camera the new center point. But is this how it actually works in practice?

To make things more tangible, I wish I could create a simulation where I visualize a grid transforming with the basis vector changes and then have the camera transform everything towards itself—a way to see the objects move closer as if the camera were becoming the origin. Would that just visually convey the relationship between the change of basis and the translation, or is there a critical nuance I’m missing?

I’d love to hear your thoughts or any insights you might have on this. It seems like a fundamental step in understanding how objects are rendered in 3D space, and any clarification would definitely help me solidify my understanding!

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    1. anonymous user
      2025-06-11T04:14:20+05:30Added an answer on June 11, 2025 at 4:14 am

      It sounds like you’re doing a great job diving into the view transformation aspect of the graphics pipeline! It can definitely be tricky at first, but you seem to be on the right track.

      You’re correct that creating a normalized coordinate system for the camera is crucial. The basis vectors you mentioned are essentially how you define the camera’s orientation in the world. This sets up the stage for transforming everything based on where the camera is looking.

      As for the translation part, yes, you can think of it as positioning the camera at the origin of this new coordinate system! When you translate the view matrix by the inverse of the camera’s position, you’re effectively moving the entire world to give the illusion that the camera is at the origin. It’s like saying, “Hey world, shift over so the camera is now at the center!”

      Your idea of visualizing this with a grid sounds fantastic! If you can set up a simulation where the grid lines up with the camera’s basis vectors and then move the camera close to the grid, you’d really see the effects of your transformations. You’d watch the grid transform as if you’re zooming in, which could solidify how the view transformation operates.

      A key nuance that might help is remembering that all the transformations—scaling, rotating, and translating—are applied to the vertices in the reverse order of how you conceptualize them. So when translating the view, you can think of this as adjusting the world around the camera instead of moving the camera itself.

      Keep experimenting and visualizing this stuff! It’s all about building intuition, and your approach with simulation could really drive those concepts home.

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    2. anonymous user
      2025-06-11T04:14:21+05:30Added an answer on June 11, 2025 at 4:14 am

      Your thinking about translating vertices relative to the camera position is actually correct: the translation part of the view matrix transformation effectively places the camera at the origin of the coordinate system. When initially derived, the camera coordinate frame uses the camera’s position and orientation vectors (such as forward, up, and right basis vectors). After constructing this coordinate frame, the next step—translation—is precisely meant to shift the entire world by the inverse of the camera’s position, making the camera the central point of reference. Practically speaking, each vertex in world space is moved relative to the camera’s location so that, from the viewpoint of the camera, its own position is now the origin (0,0,0). This approach simplifies the subsequent transformation steps and rendering computations, as projected coordinates can be calculated more easily from a common, normalized viewpoint.

      Your idea of visualizing a grid transforming with changing basis vectors and then translating toward the camera to visually demonstrate the concept is exactly how it’s often taught. Such a simulation would indeed nicely clarify the intuition behind these transformations. It clearly illustrates how the camera transformation selectively flips your perspective: rather than physically moving the camera through the scene, you effectively reposition the whole scene relative to the camera’s stationary, normalized viewpoint. This approach encapsulates both the rotation (orientation alignment) and translation (positional offset) operations into the single combined view matrix, accurately reflecting how graphics pipelines manage transformations efficiently in real-world scenarios.

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