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Published byErlin Jayadi Modified over 6 years ago
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Type of View Perspective View COP(Center of Plane) Diminution of size
Natural appearance
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Type of View Vanishing Point
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Type of View Parallel View DOP (Direction of Projection)
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Type of View Orthographic Projections Axonometric Projections
Preserve Angle, Distance Axonometric Projections Oblique Projections – preserve angle
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Projection Near Plane(front plane) Far Plane(back plane) View Window
Parallelpiped volume View Frustum Projection reference point
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Positioning of Camera Using the Model View Matrices
Movement of the world frames Initial camera position After change Model view matrix
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Projection Pipeline
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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
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OpenGL void gluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ); aspect = w/h w h View point fovy near far
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OpenGl void glFrustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble znear, GLdouble zfar ); View point near far left right top bottom
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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
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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 );
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