View Matrix required for eye tracking

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0 comments, last by DevBlazer 6 years, 7 months ago

Hi all, I am busy working on a small project where by I wont to use a webcam to track a users 'eye position' (vector from persons eye position relative to the center of the screen) and use this 'camera angle' to manipulate a threeJS scene (or maybe just straight webGL) such that it looks like the screen itself is a 'window' into a 3d environment.  Too accomplish this I believe all that is required (assuming you already have the 'eye camera angle') is to manipulate the view matrix.  For instance the image on the left would be a typical view frustum for a standard view matrix given a straight camera angle.  The image on the right would be the ideal matrix and resulting view frustum if the 'eye camera position' were moved upwards.

Untitled-1.thumb.jpg.3092eb683deb66c870e775b5b3a78020.jpg

Is this as simple as swapping out the standard view matrix used?
What would said matrix look like.

Please bare in mind when answering, that I know as much about linear algebra as a first grader.
Also for further details, this project will be browser based using webGl and javascript.

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