Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by AnsisMalins · Sep 27, 2016 at 12:10 PM · cameratransformmatrix

How do I optimize transforming vertices to screen space?

I think I should be able to optimize this (two vector-matrix multiplies per iteration):

 Vector3[] vertices = renderer.vertices;
 for (int i = 0; i < vertices.Length; i++)
     vertices[i] = camera.WorldToScreenPoint(transform.TransformPoint(vertices[i]));

Into something like this (one vector-matrix multiply per iteration):

 Vector3[] vertices = renderer.vertices;
 var m = renderer.transform.localToWorldMatrix * camera.worldToCameraMatrix
     * camera.projectionMatrix * somethingElsePerhaps;
 for (int i = 0; i < vertices.Length; i++)
     vertices[i] = vertices[i] * m;

How do I do it?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by AnsisMalins · May 17, 2017 at 04:38 PM

Solution for posterity:

 // Once per frame
 var worldToProjectionMatrix = camera.projectionMatrix * camera.worldToCameraMatrix;
 var projectionToScreenMatrix = Matrix4x4.TRS(
     new Vector3(camera.pixelWidth * 0.5f, camera.pixelHeight * 0.5f, 0),
     Quaternion.identity,
     new Vector3(camera.pixelWidth * 0.5f, camera.pixelHeight * 0.5f, 1));
 var worldToScreenMatrix = projectionToScreenMatrix * worldToProjectionMatrix;
 
 // Once per object per frame
 var localToScreenMatrix = worldToScreenMatrix * renderer.transform.localToWorldMatrix;
 Vector3[] vertices = renderer.GetComponent<MeshFilter>().sharedMesh.vertices;
 for (int i = 0; i < vertices.Length; i++)
     vertices[i] = localToScreenMatrix.MultiplyPoint(vertices[i]);
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

77 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Please help :( Matrix4x4.MultiplyPoint process compared to standard dot product matrix Matrix4x4.MultiplyPoint3X4 0 Answers

Transforms update problem 0 Answers

Add Rotation from parent to Quaternion Child 1 Answer

Help with rotating camera around object based on mouse input 0 Answers

UnityEngine.Camera.get_projectionMatrix, game not receiving input because of this. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges