Chapter 4 Viewing
Chapter 4 Viewing
Chapter 4 Viewing
• Viewing Transformation
– Three transformations
• Camera transformation or eye transformation
• Projection transformation
• Viewport transformation or windowing transformation
• Projective Transformations
• You target Window Space, and the windowing system takes care
of putting it on the screen
y-wmax y-vmax
(xw,yw) (xv,yv)
y-wmin y-vmin
x x
x-wmin x-wmax x-vmin x-vmax
Scaling factor
𝑓 𝑥 = 𝑥 𝑣𝑚𝑎𝑥 − 𝑥 𝑣𝑚𝑖𝑛 / 𝑥 𝑤𝑚𝑎𝑥 − 𝑥 𝑤𝑚𝑖𝑛
𝑓 𝑦 = 𝑦 𝑣𝑚𝑎𝑥 − 𝑦 𝑣𝑚𝑖𝑛 / 𝑦 𝑤𝑚𝑎𝑥 − 𝑦 𝑤𝑚𝑖𝑛
+ ( + (
• parallel projection
• Perspective projection
parallel perspective
• Projection vector
-the direction for the projection lines
Orthographic parallel projection
-the projection is perpendicular to the view plane
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Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 6
Perspective Projection
vanishing point