the projection matrix

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The Projection Matrix. Lecture 29 Mon, Nov 5, 2007. Model Trans. View Trans. Proj Trans. Object Coords. World Coords. Eye Coords. Clip Coords. M. V. P. Lighting Calculations. Clipping. Perspective Divide. Normal Dev Coords. Window Coords. Frame- buffer. - PowerPoint PPT Presentation

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The Projection Matrix

Lecture 29Mon, Nov 5, 2007

The Graphics Pipeline

ObjectCoords

ModelTrans World

Coords

ViewTrans Eye

Coords

LightingCalculations

M V

ProjTrans Clip

Coords

Clipping

P

PerspectiveDivideNormal Dev

CoordsWindowCoords

Frame-buffer

Rasterization,Shading

Hidden-surfaceRemoval,

Texture Application

Homogeneous Coordinates

Points are stored in homogeneous coordinates (x, y, z, w).The true 3D coordinates are (x/w, y/w, z/w).Therefore, for example, the points (4, 3, 2, 1) and (8, 6, 4, 2) represent the same 3D point (4, 3, 2).This fact will play a crucial role in the projection matrix.

Coordinate Systems

Eye coordinates The camera is at the origin, looking

in the negative z-direction. View frustrum (right – left, bottom –

top, near – far).

Normalized device coordinates -1 x 1 -1 y 1 -1 z 1

The Transformation

Points in eye coordinates must be transformed into normalized device coordinates.But first they are transformed to clipping coordinates.

The Transformation

For example, The point (r, t, -n, 1) is first

transformed to the point (n, n, -n, n). The point (l(f/n), b(f/n), -f, 1) is first

transformed to the point (-f, -f, f, f).

The Transformation

Later, OpenGL divides by the w-coordinate to get normalized device coordinates. (n, n, -n, n) (1, 1, -1) (-f, -f, f, f) (-1, -1, 1)

This is called the homogeneous divide, or perspective division.It is a nonlinear transformation.It occurs at a later stage in the pipeline.

The Perspective Transformation – x, y

Points in eye coordinates are projected onto the near plane, sort of. The x- and y-coordinates are

projected onto the near plane. The z-coordinated is scaled to the

range [-n, f].

The Perspective Transformation – x, y

Consider the projection in the yz-plane.

-n -f

t

b

P(x, y, z)

near plane

The Perspective Transformation – x, y

Consider the projection in the yz-plane.

-f

t

b

P(x, y, z)

y

near plane

-z

The Perspective Transformation – x, y

Consider the projection in the yz-plane.

-f

t

b

P(x, y, z)

y

near plane

n

y

-z

The Perspective Transformation – x, y

By similar triangles, y/n = y/(-z),Therefore,

Similarly,

z

nyy

z

nxx

The Perspective Transformation – x, y

Notice that these transformation are not linear.That is, x and y are not linear combinations of x, y, and z.Therefore, this transformation cannot be carried out by matrix multiplication.We will perform the multiplication by n using a matrix, but dividing by -z, i.e., w, will have to be postponed.

The Perspective Transformation – z

The z-coordinate is handled differently because we must not lose the depth information yet.In the z-direction, we want to map the interval [-n, -f] to the interval [-n, f].Later, the perspective division will map [-n, f] into [-1, 1].

The Perspective Transformation – z

Since this is a linear transformation, we will have z = az + b, for some a and b, to be determined.We need

Therefore,

fbfa

nbna

)(

)(

nf

fnb

nf

nfa

2

The Perspective Transformation

That is, we will map (r, t, -n, 1) (nr, nt, -n, n), (l(f/n), b(f/n), -f, 1) (fl, fb, f,

f), etc. which is a linear transformation.These points are equivalent to (r, t, -1), (l, b, 1), etc.

The Perspective Transformation

The perspective matrix is

0100

200

000

000

1

nf

fn

nf

nfn

n

P

Representsdivision by –z(perspective division)

The Perspective Transformation

This transforms this frustum…

-n -f

t

b

P(x, y, z)

The Perspective Transformation

…into this frustum

-n f

nt

nb

P(x, y, z)

ft

fb

The Perspective Transformation

Later, the perspective division will transform this into a cube.

1

P(x, y, z)

-1

-1

1

The Perspective Transformation

Verify that P1 maps (r, t, -n, 1) (nr, nt, -n, n) (r, t, -1) (l, t, -n, 1) (nl, nt, -n, n) (l, t, -1) (r, b, -n, 1) (nr, nb, -n, n) (r, b, -1) (l, b, -n, 1) (nl, nb, -n, n) (l, b, -1) (r(f/n), t(f/n), -f, 1) (fr, ft, -f, f) (r, t, -1) (l(f/n), t(f/n), -f, 1) (fl, ft, -f, f) (l, t, -1) (r(f/n), b(f/n), -f, 1) (fr, fb, -f, f) (r, b, -1) (l(f/n), b(f/n), -f, 1) (fl, fb, -f, f) (l, b, -1)

The Projection Transformation

The second part of the projection maps

(nr, nt, -n, n) (n, n, -n, n) (1, 1, -1) (nl, nt, -n, n) (-n, n, -n, n) (-1, 1, -1) (nr, nb, -n, n) (n, -n, -n, n) (1, -1, -1) (nl, nb, -n, n) (-n, -n, -n, n) (-1, -1, -1) (fr, ft, -f, f) (f, f, f, f) (1, 1, 1) (fl, ft, -f, f) (-f, f, f, f) (-1, 1, 1) (fr, fb, -f, f) (f, -f, f, f) (1, -1, 1) (fl, fb, -f, f) (-f, -f, f, f) (-1, -1, 1)

The Projection Transformation

The matrix of this transformation is

1000

0100

02

0

002

2 bt

bt

bt

lr

lr

lr

P

The Projection Matrix

The product of the two transformations is the projection matrix.

0100

200

02

0

002

12

nf

fn

nf

nfbt

bt

bt

nlr

lr

lr

n

PPP

The Projection Matrix

The function glFrustum(l, r, b, t, n, f) creates this matrix and multiplies the projection matrix by it.

glMatrixMode(GL_PROJECTION);glLoadIdentity();glFrustum(l, r, b, t, n, f);

The Projection Matrix

The function gluPerspective(angle, ratio, near,

far)also creates the projection matrix by calculating r, l, t, and b.

glMatrixMode(GL_PROJECTION);glLoadIdentity();gluPerspective(angle, ratio, n, f);

The Projection Matrix

The formulas are t = n tan(angle/2) b = -t r = t ratio l = -r

Question

When choosing the near and far planes in the gluPerspective() call, why not let n be very small, say 0.000001, and let f be very large, say 1000000.0?

Orthogonal Projections

The matrix for an orthogonal projection is much simpler.All it does is rescale the x-, y-, and z-coordinates to [-1, 1]. The positive direction of z is reversed.

It represents a linear transformation; the w-coordinate remains 1.

Orthogonal Projections

The matrix of an orthogonal projection is

1000

200

02

0

002

nf

nf

nf

bt

bt

bt

lr

lr

lr

P

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