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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