Camera & Transformations: Introduction
Welcome to the "Camera & Transformations" chapter of our "Building a Simple Engine" series! In this chapter, we’ll dive into the essential mathematics and techniques needed to implement a 3D camera system in Vulkan.
Understanding how to manipulate 3D space is fundamental to creating interactive 3D applications. We’ll explore the mathematical foundations of 3D transformations and implement a flexible camera system that will allow us to navigate and view our 3D scenes from any perspective.
In this chapter, we’ll focus on:
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Understanding the mathematical foundations of 3D transformations
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Implementing different types of transformation matrices (model, view, projection)
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Creating a flexible camera system with different movement modes
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Handling user input to control the camera
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Integrating the camera system with our Vulkan rendering pipeline
By the end of this chapter, you’ll have a solid understanding of 3D transformations and a reusable camera system that can be integrated into your Vulkan applications.
Prerequisites
Before starting this chapter, you should have completed the main Vulkan tutorial. You should also be familiar with:
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Basic Vulkan concepts:
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Vertex and index buffers
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Basic programming concepts and C++