Lecture 1 - Projections and Transformations (slides)

Looking at a face a vertex and a more general view

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Unformatted text preview: = 0 ) Pz = 0 So the projected locationlocation on the screen is! •  So the projected on the screen is 01 Vx P = @V y A 0 i.e. we simply take the 3D x and y components of the vertex! •  i.e. we simply take the 3D x and y components of the vertex! ! 18 / 47 Graphics Lecture 1: Slide 25! Orthographic projections of a cube ! •  Looking at a face, a vertex and a more general view…! Graphics Lecture 1: Slide 26! Perspective projection ! •  Orthographic projection is fine in cases where we are not worried about depth! –  e.g. when most objects are at the same distance from the viewer! •  However for close work - particularly computer games - it will not do. ! •  Instead we use perspective projection. ! Graphics Lecture 1: Slide 27! Canonical form for perspective projection! Graphics Lecture 1: Slide 28! Calculating perspective projection Calculating perspective projection ! Calculating perspective projection The perspective projector equation from vertex V is The perspective projector equation vertex V is The perspective projector equation from from vertex V is ! ! P = µV P...
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