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Explain how to transform geometry according to camera position and projection to the screen!
Concatenation of three matrices:

Look-at transform
Given a camera position
, a desired viewing direction
and an up vector
, we compute a orthogonal coordinate system as follows:


Now, the matrix transforming points from camera space to world space is given by

The look-at transform is the inverse of this, transforming points from world space to local camera space:

Frustum transform
Transforms points from a frustum defined by the near / far plane distance of the camera
and the extents of the near plane rectangle
into the unit cube
.
maps points on the near plane to
and points on the far plane to
.
Viewport transform
Transforms from the unit cube to pixel coordinates on a
screen:


Look-at transform

Given a camera position





Now, the matrix transforming points from camera space to world space is given by

The look-at transform is the inverse of this, transforming points from world space to local camera space:

Frustum transform

Transforms points from a frustum defined by the near / far plane distance of the camera






Viewport transform

Transforms from the unit cube to pixel coordinates on a



Karteninfo:
Autor: janisborn
Oberthema: Informatik
Thema: Computergrafik
Schule / Uni: RWTH Aachen
Ort: Aachen
Veröffentlicht: 18.05.2022