Lecture_Chapter5_b

# Lecture_Chapter5_b - Review of Last Thursday 3D introduces...

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Review of Last Thursday 3D introduces perspective, occlusion, depth Camera parameters (position, fov, ) define how objects are mapped to 2D Vertex processor: ModelView Transformation : From model space to camera space Projection Transformation : From camera space to clip space 15 ECS 175 Chapter 5: 3D – Projections, Camera, and Lighting

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Review of Last Thursday Orthogonal, parallel, perspective projection 16 ECS 175 Chapter 5: 3D – Projections, Camera, and Lighting Near and far are positive values (default: distances along negative z)
Perspective Projection Points are projected along ray through camera origin Points along a ray are projected to the same location 17 ECS 175 Chapter 5: 3D – Projections, Camera, and Lighting COP COP

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Perspective Projection 18 ECS 175 Chapter 5: 3D – Projections, Camera, and Lighting x z = x p z p x p = x z/z p x p = x z/d y p = y z/d z p = d
Perspective Projection 19 ECS 175 Chapter 5: 3D – Projections, Camera, and Lighting Projection matrix with camera at origin, plane at distance d P = 1 0 0 0 0 1 0 0 0 0 1 0 0 0 1 /d 0 1 0 0 0 0 1 0 0 0 0 1 0 0 0 1 /d 0 · x y z 1 = x y z z/d w component not equal to one! Result is in clip coordinates

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Perspective Division 20 ECS 175 Chapter 5: 3D – Projections, Camera, and Lighting Perspective division gives normalized device coordinates Divide projected x,y,z,w components by projected w.
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