Perspective Views

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Learn about perspective views.

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16 Terms

1
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one point view

image plane is parallel to one face

2
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two point view

image plane is parallel to one axis, usually y

3
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three point view

most general case

4
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what shape is the view volume

frustum

5
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in what 3 cases will primitives need to be clipped?

outside field of view, too close to camera, too far from camera

6
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role of N matrix from NSH

performs perspective normalisation. for parallel projections, set to identity matrix

7
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role of S matrix from NSH

performs scaling to normalised device coords. if normalised, set to identity matrix

8
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role of H matrix from NSH

transforms the frustum to a symmetric form (shears). if projection is not oblique, set to identity matrix

9
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which primitives are rendered and which are culled?

those facing the camera are rendered, those facing the other way are culled

10
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z buffer

selectively renders based on partial information

11
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why is the z buffer the only suitable approach for modern pipelined hardware?

vertices arrive in random order so we need to sort them at the end of the process

12
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depth buffer (in z buffer algorithm)

records the distance from the closest fragment to the projection plane

13
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z buffer algorithm step 1 (before updating colour buffer)

check depth of current fragment

14
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z buffer algorithm step 2 (before updating colour buffer)

compare to recorded closest depth

15
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z buffer algorithm step 3 (before updating colour buffer)

if larger, discard the colour. if smaller, update the colour and depth

16
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how is a shadow like a projection?

a 3d object casts polygonal shadows, where the polygon is a projection of the 3d object onto a flat surface