If C is the camera center in homogeneous world coordinates and x is a point on the image plane, the ray passing through C and x is said to be: $$ X(\lambda) = P^{+}x + \lambda C $$ where P is the camera matrix that maps world points to the image plane: $$ x = PX $$ $P^{+}$ is the pseudo inverse of the 3x4 camera matrix.
My question is this: Why is the above equation true?
Should it not be: $$ X(\lambda) = (1-\lambda)P^{+}x + \lambda C $$
Is it perhaps a consequence of homogeneous coordinates that: $$ X(\lambda) = X(\lambda)/(1-\lambda) = P^{+}x + \lambda C/(1-\lambda) $$
Then we can define $X(\lambda_2) = P^{+}x + \lambda_2 C$ where $\lambda_2 = \lambda/(1-\lambda) $


The reason the answer I put in is not correct is because:
The x and C in the equation $X(\lambda) = P^+x + \lambda C$ are homogeneous vectors and don't live in $R^2$. You cannot get the direction of the line between x and C by subtracting the homogeneous representations of x and C. You get the line by doing a cross product instead. So the wrong derivation shown is a result of applying principles to homogeneous space that are incorrect. (Namely, the incorrect principle is that direction of a line between two points can be computed by subtracting the coordinates of the two points)
The derivation of $X(\lambda) = P^+x + \lambda C$ is a lot simpler than I thought it was and has nothing to do with finding directions of lines:
Consider a system $Ax = b$ where A is a 4x3 matrix.
To invert the relationship we initially find that $x = A^+b$. That is not the only solution though as A has a kernel of dimension one. The kernel is $\lambda C$. The set of solutions is then $x = A^+b + \lambda C$
To understand this a bit further, let us agree that we can change the coordinate systems of x and b in such a way that the only nonzero elements A has are on the diagonal. This will now look like:
$$\begin{bmatrix}b_1\\b_2\\b_3\end{bmatrix} = \begin{bmatrix}a & 0 & 0 & 0\\0 & b & 0 & 0\\0 & 0 & c & 0\end{bmatrix}\begin{bmatrix}x_1\\x_2\\x_3\\x_4\end{bmatrix}$$
It is now easy to see that to get x:
$$\begin{bmatrix}x_1\\x_2\\x_3\\x_4\end{bmatrix} = \begin{bmatrix}1/a & 0 & 0\\0 & 1/b & 0\\0 & 0 & 1/c\\0 & 0 &0\end{bmatrix}\begin{bmatrix}b_1\\b_2\\b_3\end{bmatrix} + \lambda \begin{bmatrix}0\\0\\0\\1\end{bmatrix}$$
The above looks nice because we were able to choose nice coordinate frames for x and b. We could now undo the transformation on the coordinate frames and get a map directly from x to b in their original frames.