Type of View Perspective View COP(Center of Plane) Diminution of size Natural appearance
Type of View Vanishing Point
Type of View Parallel View DOP (Direction of Projection)
Type of View Orthographic Projections Axonometric Projections Preserve Angle, Distance Axonometric Projections Oblique Projections – preserve angle
Projection Near Plane(front plane) Far Plane(back plane) View Window Parallelpiped volume View Frustum Projection reference point
Positioning of Camera Using the Model View Matrices Movement of the world frames Initial camera position After change Model view matrix
Projection Pipeline
Positioning of Camera VRP(view reference point) VUP(view up vector) VPN(view plane normal) Look At Point VPN(n) VRP VUP(v) zw xw yw u UVN coordinate system
OpenGL void gluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ); aspect = w/h w h View point fovy near far
OpenGl void glFrustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble znear, GLdouble zfar ); View point near far left right top bottom
OpenGL void glOrtho( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar ); left top Toward the view point bottom near far right
OpenGL void gluLookAt( GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx, GLdouble centery, GLdouble centerz, GLdouble upx, GLdouble upy, GLdouble upz ); void glViewport( GLint x, GLint y, GLsizei width, GLsizei height );