diff --git a/modules/camera/include/vkcv/camera/Camera.hpp b/modules/camera/include/vkcv/camera/Camera.hpp
index 7fd8ed6c033c826dee01b1738e6e1ed817fe053d..44689c70a40d90745118ad01bbe61252e14ef6de 100644
--- a/modules/camera/include/vkcv/camera/Camera.hpp
+++ b/modules/camera/include/vkcv/camera/Camera.hpp
@@ -8,7 +8,6 @@ namespace vkcv {
 
     /**
      * @brief Used to create a camera whose position can be changed.
-     * 
      */
     class Camera {
     protected:
@@ -39,13 +38,19 @@ namespace vkcv {
         bool m_right;
 
     public:
+
+        /**
+         * @brief The default constructor of the camera
+         */
         Camera();
 
+        /**
+         * @brief The destructor of the camera (default behavior)
+         */
         virtual ~Camera();
         
         /**
-         * @brief Set the Perspective object
-         * 
+         * @brief Sets the perspective object according to @p fov, @p ratio, @p near and @p far. This leads to changes in the projection matrix of the camera
          * @param fov The desired field of view in radians
          * @param ratio The aspect ratio
          * @param near Distance to near clipping plane
@@ -53,91 +58,175 @@ namespace vkcv {
          */
         void setPerspective(float fov, float ratio, float near, float far);
 
+        /**
+         * @brief Gets the view matrix of the camera
+         * @return The view matrix of the camera
+         */
         const glm::mat4 getView() const;
         
         /**
-         * @brief Get the View object
-         * 
-         * @param x 
-         * @param y 
-         * @param z 
-         * @param pos 
+         * @brief Gets the view object containing the @p x, @p y, @p z axis in camera space, and the camera position @p pos in world space
+         * @param x The horizontal axis in camera space
+         * @param y The vertical axis in camera space
+         * @param z The depth axis in camera space
+         * @param pos The position of the camera in world space
          */
         void getView(glm::vec3 &x, glm::vec3 &y, glm::vec3 &z, glm::vec3 &pos);
 
+        /**
+         * @brief Updates the view matrix of the camera with respect to @p deltatime
+         * @param deltatime The time past between frames
+         * @return
+         */
         glm::mat4 updateView(double deltatime);
 
+        /**
+         * @brief Sets the view matrix of the camera according to @p position, @p center and @p up
+         * @param[out] position The position of the camera
+         * @param[out] center The target position the camera is looking at
+         * @param[out] up The vector that defines which direction is 'up' depending on the camera's orientation
+         */
         void lookAt(glm::vec3 position, glm::vec3 center, glm::vec3 up);
 
+        /**
+         * @brief Gets the current projection of the camera
+         * @return The current projection matrix
+         */
         const glm::mat4& getProjection() const;
 
         /**
-         * @brief Set the Projection matrix
-         * 
-         * @param projection The projection matrix (4x4)
+         * @brief Sets the projection matrix of the camera to @p projection
+         * @param[in] projection The projection matrix
          */
         void setProjection(const glm::mat4 projection);
 
+        /**
+         * @brief Gets the near and far bounds of the view frustum of the camera.
+         * @param[out] near The near bound of the view frustum
+         * @param[out] far The far bound of the view frustum
+         */
         void getNearFar(float &near, float &far) const;
 
-        void setUp(const glm::vec3 &Up);
+        /**
+         * @brief Sets the up vector of the camera to @p up
+         * @param[in] up The new up vector of the camera
+         */
+        void setUp(const glm::vec3 &up);
 
         /**
-         * @brief Get the Field of view in radians
-         * 
-         * @return Field of view in radians
+         * @brief Gets the current field of view of the camera in radians
+         * @return[in] The current field of view in radians
          */
         float getFov() const;
 
         /**
-         * @brief Set the Field of view in radians
-         * 
-         * @param fov Field of view in radians
+         * @brief Sets the field of view of the camera to @p fov in radians
+         * @param[in] fov The new field of view in radians
          */
         void setFov(float fov);
         
         /**
-         * @brief Changes the Field of view with offset in degrees
-         * 
-         * @param offset in degrees
+         * @brief Changes the field of view of the camera with an @p offset in degrees
+         * @param[in] offset in degrees
          */
         void changeFov(double offset);
-        
+
+        /**
+         * @brief Updates the aspect ratio of the camera with @p ratio and, thus, changes the projection matrix
+         * @param[in] ratio The new aspect ratio of the camera
+         */
         void updateRatio(float ratio);
 
         /**
-         * @brief Get the Ratio
-         * 
-         * @return float aspect ratio
+         * @brief Gets the current aspect ratio of the camera
+         * @return The current aspect ratio of the camera
          */
         float getRatio() const;
 
+        /**
+         * @brief Sets @p near and @p far as new values for the view frustum of the camera. This leads to changes in the projection matrix according to these two values.
+         * @param[in] near The new near bound of the view frustum
+         * @param[in] far The new far bound of the view frustum
+         */
         void setNearFar(float near, float far);
 
+        /**
+         * @brief Gets the current front vector of the camera in world space
+         * @return The current front vector of the camera
+         */
         glm::vec3 getFront() const;
 
+        /**
+         * @brief Gets the current position of the camera in world space
+         * @return The current position of the camera in world space
+         */
         glm::vec3 getPosition() const;
 
+        /**
+         * @brief Sets the position of the camera to @p position
+         * @param[in] position The new position of the camera
+         */
         void setPosition( glm::vec3 position );
 
+        /**
+         * @brief Gets the pitch value of the camera in degrees
+         * @return The pitch value in degrees
+         */
         float getPitch() const;
 
+        /**
+         * @brief Sets the pitch value of the camera to @p pitch in degrees
+         * @param[in] pitch The new pitch value in degrees
+         */
         void setPitch(float pitch);
 
+        /**
+         * @brief Gets the yaw value of the camera in degrees
+         * @return The yaw value in degrees
+         */
         float getYaw() const;
 
+        /**
+         * @brief Sets the yaw value of the camera to @p yaw
+         * @param[in] yaw The new yaw value in degrees
+         */
         void setYaw(float yaw);
 
+        /**
+         * @brief Pans the view of the camera according to the pitch and yaw values and additional offsets @p xOffset and @p yOffset (e.g. taken from mouse movement)
+         * @param[in] xOffset The offset added to the yaw value
+         * @param[in] yOffset The offset added to the pitch value
+         */
         void panView( double xOffset, double yOffset );
 
-        void updatePosition(double deltatime);
+        /**
+         * @brief Updates the position of the camera with respect to @p deltaTime
+         * @param[in] deltaTime The time that has passed since last update
+         */
+        void updatePosition(double deltaTime);
 
+        /**
+         * @brief Indicates forward movement of the camera depending on the performed @p action
+         * @param[in] action The performed action
+         */
         void moveForward(int action);
 
+        /**
+         * @brief Indicates backward movement of the camera depending on the performed @p action
+         * @param[in] action The performed action
+         */
         void moveBackward(int action);
 
+        /**
+         * @brief Indicates left movement of the camera depending on the performed @p action
+         * @param[in] action The performed action
+         */
         void moveLeft(int action);
 
+        /**
+         * @brief Indicates right movement of the camera depending on the performed @p action
+         * @param[in] action The performed action
+         */
         void moveRight(int action);
 
     };
diff --git a/modules/camera/src/vkcv/camera/Camera.cpp b/modules/camera/src/vkcv/camera/Camera.cpp
index 921ba5e4e92ed78e0f6d75599036686614a40f84..e45e9c593cda0fee4b4af06005c5bcc53e933af1 100644
--- a/modules/camera/src/vkcv/camera/Camera.cpp
+++ b/modules/camera/src/vkcv/camera/Camera.cpp
@@ -158,11 +158,11 @@ namespace vkcv {
         setPitch(m_pitch + yOffset);
     }
 
-    void Camera::updatePosition(double deltatime ){
-        m_position += (m_cameraSpeed * getFront() * static_cast<float> (m_forward) * static_cast<float>(deltatime));
-        m_position -= (m_cameraSpeed * getFront() * static_cast<float> (m_backward) * static_cast<float>(deltatime));
-        m_position -= (glm::normalize(glm::cross(getFront(), m_up)) * m_cameraSpeed * static_cast<float> (m_left) * static_cast<float>(deltatime));
-        m_position += (glm::normalize(glm::cross(getFront(), m_up)) * m_cameraSpeed * static_cast<float> (m_right) * static_cast<float>(deltatime));
+    void Camera::updatePosition(double deltaTime ){
+        m_position += (m_cameraSpeed * getFront() * static_cast<float> (m_forward) * static_cast<float>(deltaTime));
+        m_position -= (m_cameraSpeed * getFront() * static_cast<float> (m_backward) * static_cast<float>(deltaTime));
+        m_position -= (glm::normalize(glm::cross(getFront(), m_up)) * m_cameraSpeed * static_cast<float> (m_left) * static_cast<float>(deltaTime));
+        m_position += (glm::normalize(glm::cross(getFront(), m_up)) * m_cameraSpeed * static_cast<float> (m_right) * static_cast<float>(deltaTime));
     }
 
     void Camera::moveForward(int action){