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3D Computer Graphics (3080/GV10) Week 5-6 Tutorial 3

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Presentation on theme: "3D Computer Graphics (3080/GV10) Week 5-6 Tutorial 3"— Presentation transcript:

1 3D Computer Graphics (3080/GV10) Week 5-6 Tutorial 3
Andrew Cox

2 OpenGL Transformation Pipeline
ModelView Matrix Camera Space Projection Matrix Object Space Homogeneous Clip Space Perspective Divide Normalized Device Coordinates Viewport Transform Viewport Coordinates Slide adapted from Eric Lengyel [1]

3 OpenGL Perspective Projection Matrix
n, f = distances to near, far planes e = focal length = 1 / tan(FOV / 2) a = viewport height / width Picks up viewspace z and places negated in w: division by Z gives perspective Slide adapted from Eric Lengyel [1]

4 Slide courtesy of Eric Lengyel [1]

5 Matrix Multiplication and Concatenation

6 Order of OpenGL Transformations
OpenGL calls define a matrix, then concatenate it with existing one Transformations applied in reverse of lexical program order

7 Matrix Modes GL tracks two matrix stacks
Projection ModelView The matrix applied to vertices is The matrix commands apply to the current mode: glMatrixMode(GL_PROJECTION); glMatrixMode(GL_MODELVIEW);

8 glLoadIdentity() Matrix commands are concatenated with matrix of current mode Includes gluPerspective () etc. Clear out current matrix with glLoadIdentity()

9 References Eric Lengyel, Projection Matrix Tricks, Game Developers Conference 2007, <


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