Provides methods to compute rays through an arbitrary perspective transformation defined by a {@link Matrix4d}. <p> This can be used to compute the eye-rays in simple software-based raycasting/raytracing. <p> To obtain the origin of the rays call {@link #origin(Vector3d)}. Then to compute the directions of subsequent rays use {@link #dir(double, double, Vector3d)}.
Provides methods to compute rays through an arbitrary perspective transformation defined by a {@link Matrix4d}. <p> This can be used to compute the eye-rays in simple software-based raycasting/raytracing. <p> To obtain the origin of the rays call {@link #origin(Vector3d)}. Then to compute the directions of subsequent rays use {@link #dir(double, double, Vector3d)}.
@author Kai Burjack