Graphics Reference
In-Depth Information
Top plane
Far plane
Right plane
Left plane
Line of sight
Bottom plane
Near plane
Eye point
FIGURE 2.2
Camera view frustum in 3D space.
Transformation to 3D Clip Coordinate System
The geometry data in this stage are prepared for a post-processing step
known as “clipping.”
The transformation of the geometry depends on the type of view pro-
jection used. Certain non-linear transformation may take place, for
example, when perspective projection creates a tapering-off view of
objects at a distant horizon in contrast to orthographic projection that
consistently preserves the dimensions of a 3D object.
Transformation to Normalised Device Coordinates
The geometry is normalised for display in a 2D window on a physical
display device.
Further clipping is done to remove geometry outside the user-defined
window boundaries.
Transformation to Display Window Coordinates
All vertices are converted to units of the display (pixels) window.
Typically, the origin of reference is at the lower left corner of the display
wi ndow.
Transformation to 2D Screen Coordinate System
The conversion to screen pixels (rasterisation) is performed. Pixels are
visible colour dots that can be displayed on a screen.
To generate shaded pixels, attributes such as texture coordinates, colour,
and normal vectors are used in the computation and interpolated across
the vertices and polygon surfaces.
Algorithms may be used to perform further hidden surface removal by
using depth information obtained from the geometry.
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