A camera system has been implemented so that it is now possible to specify different view points of a scene. I have chosen to match the camera system of 3ds max since this will serve as a ground truth to compare my renderings with since 3ds max is widely used in industry and has been around for the past 25 years.

The axes of the world coordinate system however differs from the one i have defined in my system as shown below. As it can be seen to convert to 3dsmax’s world coordinate system you simply rotate 90 degrees around the x-axis or equivalently negate the y-coordinate then swap the y and z coordinates.

coordinate-system-3dsmax render-camera-orthographic-triangle



Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )


Connecting to %s