I'm hoping some folks can give me a few math pointers and/or links to figuring out how to map 3D inputs onto a 2D plane. This is less a WPF question (though the end result will be in C#/WPF) and more math related, but I'm hoping someone might have
a notion of what is involved.
Here's a little more detail; it sounds weird, but I promise there is purpose to the madness...
I have a head tracking system that receiving 6 degree-of-freedom data from (x, y, z, azimuth, inclination, roll). I have a near-to-eye display showing a widget, on a 2D plane, that I want to appear stabilized in the world. This means that when I
turn my head to the left the object should shift to the right, as if it were hung on the wall in the real world.
Because my input data is 3D and the visual output is 2D the numbers do not map just right. I'm currently just using the azimuth and inclination values to translate x- & y-offsets on the 2D plane. This causes the widget almost appear stabilized
on the wall, but it "crawls" a little due to my lack of any 3D-to-2D point translation.
What I would like to find is a resource that will help me translate 2D x- & y-offsets (we've got the roll part down) from a 3D 6-DOF input.
Thanks for any help!
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