Viewing by ewghwehws

VIEWS: 8 PAGES: 12

									    Type of View
   Perspective View
       COP(Center of Plane)




       Diminution of size
       Natural appearance
    Type of View
   Vanishing Point
    Type of View
   Parallel View
       DOP (Direction of Projection)
Type of View
   Orthographic Projections
        Preserve Angle, Distance




   Axonometric Projections
   Oblique Projections – preserve angle
    Projection
   Near Plane(front plane)
   Far Plane(back plane)
   View Window
   Parallelpiped volume
   View Frustum
   Projection reference point
    Positioning of Camera
   Using the Model View Matrices
       Movement of the world frames
           Initial camera position
           After change Model view matrix
Projection Pipeline
Positioning of Camera
   VRP(view reference point)                   VUP(v)

   VUP(view up vector)
   VPN(view plane normal)        yw
                                                    VRP
                                       VPN(n)
                                                u
   Look At Point
                                          xw
                            zw
                                 UVN coordinate system
    OpenGL
   void gluPerspective( GLdouble fovy, GLdouble aspect, GLdouble
    zNear, GLdouble zFar );


                                                 aspect = w/h

                                       w
                                          h
        View point   fovy


                                near
                                           far
    OpenGl
   void glFrustum( GLdouble left, GLdouble right, GLdouble bottom,
    GLdouble top, GLdouble znear, GLdouble zfar );



                           left
                                         top


          View point
                          bottom               right


                          near
                                   far
    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
    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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