I have 3*4 Camera Matrix which is P = K[R | -RC] where K is intrinsic camera matrix, R is rotation matrix, C is camera position with respect to world origin and -RC is translation. I can decompose P to K, R and C. How I want to render in openGL using this camera information. How should I set View Matrix and Projection Matrix using K, R, C; in openGL such that it represent the actual camera position ?
Get Projection and View Matrix from Camera Matrix
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In OpenGL, all matrices are 4x4 homogeneous transforms, described below:
Your camera matrix and view matrix is the same thing, and is constructed from an "up" vector, a "location" vector, and a "direction" vector.
From these vectors, you can compute the view matrix:
You then Construct the matrix like so:
Then you have your view matrix
Your projection matrix is unrelated to this data, and represents the view/world to screen space transform, and is dependent on your screen dimensions, field of view angle, and near & far clipping ranges.
Off the top of my head I can't remember how to compute the projection matrix from this data, so I will simply recommend, that if you are doing your GL work using C++, that you download and use the GLM mathematics library, which has these common functions already written.