Game Development Reference
In-Depth Information
Figure 6.8
Viewing the
projection plane
from the side
The z values of all the projected points are the same: −d. Thus, the
result of projecting a point
p
through the origin onto a plane at z = −d is
Projecting onto the
plane z = −d
′
x
′
y
′
z
′
p
=
x y z
=⇒
p
=
=
−dx/z
−dy/z
−d
.
In practice, the extra minus signs create unnecessary complexities, and
so we move the plane of projection to z = d, which is in front of the center
of projection, as shown in Figure 6.9. Of course, this would never work for
a real pinhole camera, since the purpose of the pinhole in the first place is
Figure 6.9
Projection plane in
front of the center of
projection
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