Graphics 02 Transformations PDF
Graphics 02 Transformations PDF
Graphics 02 Transformations PDF
Transformations and
Homogeneous Coordinates
Matthias Teschner
Inverse
M1
M3 M2
V-1
V M4
[Akenine-Moeller et al.: Real-time Rendering]
Porthographic Pperspective
[Song Ho Ahn]
canonical view volume is a cube from (-1,-1,-1) to (1,1,1)
view volume is specified by near, far, left, right, bottom, top
University of Freiburg – Computer Science Department – Computer Graphics - 6
Viewport Transform /
Screen Mapping
projected primitive coordinates (xp, yp, zp) are
transformed to screen coordinates (xs, ys)
screen coordinates together with depth value are
window coordinates (xs, ys, zw)
modelview transform
eye space / camera space
projection transform
normalized
device coordinates
viewport transform
window space
general form
of a vector
inverse
uniform scaling: sx = sy = sz = s
inverse
in Euclidean coordinates
the inverse transform
therefore