Unformatted text preview: = 0 ) Pz = 0
So the projected locationlocation on the screen is!
• So the projected on the screen is
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
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
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