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Target - Interactive 3D Graphics

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    There are many ways to move a camera through a scene. We can walk or fly. We
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    can look one direction while moving another and so on. Here we're moving a bit
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    sideways and a bit forward while looking forward. I usually think of the camera
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    as being in one of two modes, viewer-centric or model-centric. When things are
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    viewer-centric the viewer is moving around through the world. When
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    model-centric, a particular object in a world is being studied and the viewers
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    goal is to see this object from different angles. In this mode we keep the
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    camera focused on a location as we move. The place where we look is called the
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    Target in 3JS. And in other systems. Note that this Target location is not at
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    all necessary in making the various matrices need for viewing the scene. The
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    target is much more related to user intent. Because the target is such a useful
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    concept, many, but not all, camera control systems support the idea of a target
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    in some way. To set the target we use the camera control's target parameter.
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    We've set this parameter before. It provides the point that our camera is
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    looking at, so setting the view matrix. By setting the target in the camera
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    controls, you not only set the camera's view transform, you keep the camera
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    pointed at this location when you orbit. If the object is moving, you can
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    update the target each frame, and the camera will stay trained on it.
Title:
Target - Interactive 3D Graphics
Video Language:
English
Team:
Udacity
Project:
CS291 - Intro to 3D Computer Graphics
Duration:
01:08
Udacity Robot edited English subtitles for Target - Interactive 3D Graphics
Cogi-Admin added a translation

English subtitles

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