CS112: Projection Transformations Shuang Zhao

CS112: Projection Transformations Shuang Zhao
1 / 1
CS112: Projection Transformations Shuang Zhao - slide 1 of 28 CS112: Projection Transformations Shuang Zhao - slide 2 of 28 CS112: Projection Transformations Shuang Zhao - slide 3 of 28 CS112: Projection Transformations Shuang Zhao - slide 4 of 28 CS112: Projection Transformations Shuang Zhao - slide 5 of 28 CS112: Projection Transformations Shuang Zhao - slide 6 of 28 CS112: Projection Transformations Shuang Zhao - slide 7 of 28 CS112: Projection Transformations Shuang Zhao - slide 8 of 28 CS112: Projection Transformations Shuang Zhao - slide 9 of 28 CS112: Projection Transformations Shuang Zhao - slide 10 of 28 CS112: Projection Transformations Shuang Zhao - slide 11 of 28 CS112: Projection Transformations Shuang Zhao - slide 12 of 28 CS112: Projection Transformations Shuang Zhao - slide 13 of 28 CS112: Projection Transformations Shuang Zhao - slide 14 of 28 CS112: Projection Transformations Shuang Zhao - slide 15 of 28 CS112: Projection Transformations Shuang Zhao - slide 16 of 28 CS112: Projection Transformations Shuang Zhao - slide 17 of 28 CS112: Projection Transformations Shuang Zhao - slide 18 of 28 CS112: Projection Transformations Shuang Zhao - slide 19 of 28 CS112: Projection Transformations Shuang Zhao - slide 20 of 28 CS112: Projection Transformations Shuang Zhao - slide 21 of 28 CS112: Projection Transformations Shuang Zhao - slide 22 of 28 CS112: Projection Transformations Shuang Zhao - slide 23 of 28 CS112: Projection Transformations Shuang Zhao - slide 24 of 28 CS112: Projection Transformations Shuang Zhao - slide 25 of 28 CS112: Projection Transformations Shuang Zhao - slide 26 of 28 CS112: Projection Transformations Shuang Zhao - slide 27 of 28 CS112: Projection Transformations Shuang Zhao - slide 28 of 28
CS112: Projection Transformations Shuang Zhao Assistant Professor of Computer Science University of California, Irvine Default OpenGL View Usually termed the cameraeye coordinates Eye at the origin Image plane perpendicular to -Z i.e., Eye

Related Topics

Download this presentation From Below

"CS112: Projection Transformations Shuang Zhao" is the property of its rightful owner. Permission is granted to download and print the materials on this website for personal, non-commercial use only, and to display it on your personal computer provided you do not modify the materials and that you retain all copyright notices contained in the materials. By downloading content from our website, you accept the terms of this agreement.

Presentation Transcript

01
CS112: Projection Transformations Shuang Zhao
Assistant Professor of Computer Science
University of California, Irvine<br>
02
Default OpenGL View Usually termed the camera/eye coordinates
Eye at the origin
Image plane perpendicular to -Z
i.e., Eye is “looking at” -Z
View up vector coincident with Y -Z Y X Eye (Normal to the image plane) (View Up Vector) Image plane<br>
03
Under the world coordinate:
Eye at point E = (x0, y0, z0)
Need not be (0,0,0)
“Look at” vector N = (xn, yn, zn) - E
Defines normal to the image plane
Need not be the Z axis
“View up” vector V
Defines orientation of the view
Need not be the Y axis
We assume V to be perpendicular to N, but this will be relaxed later

How to transform from world to camera/eye coordinates? View Transformation N V<br>