directx,directx-11,perspectivecamera,projection-matrix,assimp

Your near and far plane distances should be positive. Use something like: mProjection = XMMatrixPerspectiveFovLH(XMConvertToRadians(45.0f), 800.0f / 600.0f, 0.1f, 10.0f); I'll make a note to consider adding assert( NearZ > 0.f); assert( NearZ < FarZ ); to those DirectXMath functions and make sure that's explicit in the docs. distance means...

ios,matrix,opengl-es,projection-matrix

However, I realize I need to map the camera's projection matrix to the screen projection matrix or perhaps scale it. Aspect ratio really just determines what is on screen (i.e. amount of peripheral vision you get) - it shouldn't fundamentally change the projection (assuming you keep the near and...

c++,model-view,projection-matrix,opengl-2.0

The problem is that gluProject expects an array of type double while you're passing it a float. When it goes to iterate, it'll iterate using the size of a double, which is twice the size of a float! Therefore, it'll skip over some elements and give you garbage for others....

math,3d,camera,projection-matrix

In the case of a well-defined symmetric view frustum, the solution can be found with some simple geometry: I assume YY is in normalized device coordinates (ranging from -1 to 1). If they are in pixel coordinates, you have to convert them. I have chosen the projection plane to be...

computer-vision,camera-calibration,stereo-3d,rotational-matrices,projection-matrix

It depends in which direction R was determined. I.e. is it a transformation of the camera in the global reference frame, or is it a transformation of the points in the local camera's reference frame. The true answer is: Don't worry just check that what you've got is right....

matlab,geometry,computer-vision,matlab-cvst,projection-matrix

If the intrinsics are not known, the result is ambiguous up to a projective transformation. In other words, if you use estimateUncalibratedRectification to rectify a pair of images, and then compute disparity and do the 3D reconstruction, then you will reconstruct the 3D scene up to a projective transformation. Straight...

opengl-es,webgl,projection-matrix

The missing piece (in your question) is the vertex shader being used when drawing. This vertex shader will take the two matrices and use them to transform the vertex. How exactly depends on the shader, but in the majority of cases the expression is gl_Position = P * MV *...

java,lwjgl,vbo,opengl-3,projection-matrix

I'm making the assumption that model.getModel() will return the identity matrix (just like your view matrix is identity). In that case, you have the following situation: You draw a triangle in the plane z=1.0. If you use identity as projection matrix also, you directly draw in clip space, and the...