Game Development Reference
In-Depth Information
homogeneous space interesting? First, 4×4 matrices provide a way to
express projection as a transformation that can be concatenated with
other transformations. Second, projection onto nonaxially aligned
planes is possible. Basically, we don't need homogeneous coordinates,
but 4×4 matrices provide a compact way to represent and manipulate
projection transformations.
•
The projection matrix in a real graphics geometry pipeline (perhaps
more accurately known as the “clip matrix”) does more than just
copy z into w. It differs from the one we derived in two important
respects:
◦
Most graphics systems apply a normalizing scale factor such that
w = 1 at the far clip plane. This ensures that the values used
for depth buffering are distributed appropriately for the scene
being rendered, to maximize precision of depth buffering.
◦
The projection matrix in most graphics systems also scales the
x and y values according to the field of view of the camera.
We'll get into these details in Section 10.3.2, when we show what
a projection matrix looks like in practice, using both DirectX and
OpenGL as examples.
6.6
Exercises
(Answers on page 765.)
1. Compute the determinant of the following matrix:
3 −2
1
4
2. Compute the determinant, adjoint, and inverse of the following matrix:
2
4
3
5
3 −2
0
1
4
0
0
0
2
3. Is the following matrix orthogonal?
2
4
−0.1495 −0.1986 −0.9685
3
5
−0.8256
0.5640
0.0117
−0.5439 −0.8015
0.2484
4. Invert the matrix from the previous exercise.
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