localstarlight Posted April 19, 2023 Share Posted April 19, 2023 I was trying to use the VEX function 'fromNDC' inside a snippet wrangle in COPS, but it doesn't seem to provide the same results as when used in a point wrangle in SOPS. The documentation for 'fromNDC' warns that NDC space may not be 'well defined' in every context, so I guess I'm up against that. I would like to perform the calculation manually in that case, but I'm not exactly sure what transformations are involved. I am trying to convert points from NDC space to camera space. I can see that one part of it is to use the camera matrix like this: matrix cam_matrix = maketransform(0, 0, cam_position, cam_rotation); @P *= cam_matrix; That brings the points in the correct position/rotation in the scene, but there is something missing - I'm not sure if it is a screenspace or clip space or view space or something else transformation which also needs to occur to get the same result as the 'fromNDC' function. I have attached a project showing the two methods (1) fromNDC, and (2) the incomplete method doing it by hand. Can anyone help me? fromNDC.hiplc Quote Link to comment Share on other sites More sharing options...
Librarian Posted April 19, 2023 Share Posted April 19, 2023 (edited) @localstarlight lene length link to camera focal lenth, make 4 wrangle to adjust angle of 4 . use lines and make Plane from those 4 lines Maybe.. s@cam = chs('cam'); @near = ch(sprintf('%s/%s',s@cam,'near')); @far = ch(sprintf('%s/%s',s@cam,'near')); @focal = ch(sprintf('%s/%s',s@cam,'focal')); @aperture = chf(sprintf('%s/%s',s@cam,'aperture')); f@resx = float(chi(sprintf('%s/%s',s@cam,'resx'))); f@resy = float(chi(sprintf('%s/%s',s@cam,'resy'))); f@scale = f@resx/f@resy; @aperturey = @aperture/f@scale; //nearplane float x = @near/(@focal/@aperture); float y = x/f@scale; float z = sqrt(pow(x,2)+pow(y,2))/2; float near = sqrt(pow(z,2)+pow(@near,2)); float u = @far/(@focal/@aperture); float v = u/f@scale; float w = sqrt(pow(u,2)+pow(v,2))/2; float far = sqrt(pow(z,2)+pow(@far,2)); setpointattrib(0,'P',1,set(0,0,-near)); setpointattrib(1,'P',2,set(0,0,-far)); @N = set(0,0,1); v@up = set(0,1,0); matrix m = maketransform(@N,v@up); float angle = atan((@aparture/2)/@focal); float angley= atan((@aparturey/2)/@focal); vector axis = v@up; rotate(m,angle,axis); vector axisy = set(1,0,0); rotate(m,angle,axisy); @P *= m; Edited April 20, 2023 by Librarian Quote Link to comment Share on other sites More sharing options...
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