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camera-extrinsic-play/note.md

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I'll write down the transformation sequence using LaTeX notation. Let me break down the complete operation:
For a point $P$ in the original world space, the final transformation can be written as:
$$
P_{final} = (C_{GL} \cdot E \cdot W_{Y})^{-1} \cdot P
$$
Where:
- $E$ is your original extrinsic matrix (world-to-camera transform)
- $W_{Y}$ is the Z-up to Y-up world conversion matrix
- $C_{GL}$ is the OpenCV to OpenGL camera conversion matrix
- $^{-1}$ denotes matrix inversion
Breaking down each matrix:
$$
W_{Y} = \begin{bmatrix}
1 & 0 & 0 & 0 \\
0 & 0 & 1 & 0 \\
0 & -1 & 0 & 0 \\
0 & 0 & 0 & 1
\end{bmatrix}
$$
$$
C_{GL} = \begin{bmatrix}
1 & 0 & 0 & 0 \\
0 & -1 & 0 & 0 \\
0 & 0 & -1 & 0 \\
0 & 0 & 0 & 1
\end{bmatrix}
$$
The order of operations (from right to left) is:
1. Convert world from Z-up to Y-up ($W_{Y}$)
2. Apply camera transform ($E$)
3. Convert camera space to OpenGL convention ($C_{GL}$)
4. Invert the whole transformation ($^{-1}$)
This matches our code where we write:
```typescript
finalTransform
.multiply(cameraConversion) // C_GL
.multiply(worldToCamera) // E
.multiply(worldZupToYup) // W_Y
.invert() // ^{-1}
```
Let me explain the reasoning behind this order:
1. First, $W_Y$ (Z-up to Y-up):
- We need to convert the world coordinates BEFORE applying the camera transform
- Because your original extrinsic matrix $E$ was defined in Z-up world coordinates
- If we didn't do this first, the camera transform would be applied in the wrong coordinate system
2. Then, $E$ (your extrinsic matrix):
- This transforms points from the (now Y-up) world space into camera space
- The camera space at this point is still in OpenCV convention
3. Finally, $C_{GL}$ (OpenCV to OpenGL):
- This converts the camera space from OpenCV convention to OpenGL convention
- It must be applied AFTER the camera transform because it's converting the camera's view space
- If we applied it before, we'd be incorrectly modifying the world coordinates
Think about it like this:
1. We first need to fix the world coordinate system to match Three.js ($W_Y$)
2. Then we can apply your camera's view of this world ($E$)
3. Finally, we adapt how the camera "sees" to match OpenGL conventions ($C_{GL}$)
If we did it in a different order:
- Applying $C_{GL}$ before $E$ would incorrectly transform the world coordinates instead of the camera space
- Applying $W_Y$ after $E$ would transform the camera space instead of the world coordinates
- The transformations would effectively be applied to the wrong spaces
The inversion at the end ($^{-1}$) is needed because Three.js expects camera-to-world transforms rather than world-to-camera transforms.
Ah yes, you're absolutely right! I made a mistake in my explanation. In matrix multiplication, the operations are indeed applied from right to left.
When we write:
$$
P_{final} = (C_{GL} \cdot E \cdot W_{Y})^{-1} \cdot P
$$
The actual order of operations on point $P$ (before inversion) would be:
1. $W_Y \cdot P$: Convert from Z-up to Y-up world coordinates
2. $E \cdot (W_Y \cdot P)$: Apply camera transform
3. $C_{GL} \cdot (E \cdot (W_Y \cdot P))$: Convert to OpenGL camera convention
In our code:
```typescript
finalTransform
.multiply(cameraConversion) // C_GL
.multiply(worldToCamera) // E
.multiply(worldZupToYup) // W_Y
```
Three.js's `multiply()` method actually applies the matrices in the opposite order of how we write them (it pre-multiplies), which is why our code worked. But my explanation of the order was incorrect.
The actual sequence is:
1. $C_{GL}$: Convert camera space to OpenGL convention
2. $E$: Transform from world to camera
3. $W_Y$: Convert world from Z-up to Y-up
Thank you for catching this! It's crucial to understand the correct order of operations, especially when dealing with coordinate system transformations.
---
[Matrix4.multiply](https://threejs.org/docs/#api/en/math/Matrix4.multiply)