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Rendering and Transformations

Lazy_VLess than 1 minute

Vector Dot Product Applications

Dot product applications
Dot product applications

Vector Cross Product

w=u×v=[uyvzuzvyuzvxuxvzuxvyuyvx]

Rendering Steps

  1. Describe our scene: where each object is.
    • Transformations
    • Homogeneous Coordinates
    • Quaternions
  2. Model our camera: what is it able to see?
    • Camera models
  3. Model the sensing process: what ends up where?
    • Intersections / Projection: different rendering algorithms
  4. Model the light / film interaction: what color is it?
    • Shading

Coordinate Systems

  • OCS is the Object Coordinate System
  • WCS is the World Coordinate System
  • VCS is the View Coordinate System
  • CCS is the Clipping Coordinate System
  • NDCS is the Normalized DCS
  • DCS is the Device Coordinate System
Coordinate systems
Coordinate systems
Changing coordinate systems by applying matrices
Changing coordinate systems by applying matrices

Why we need Homogeneous Coordinates?

We have to:

  • Represent translation in matrix form
  • Apply sequences of transmations efficiently
  • Represent perspective in matrix form

And about the cost of transformation, using Homogeneous Coordinates (x, y, z, w) is more efficient than using Cartesian Coordinates (x, y, z).

Homogeneous Matrix
Homogeneous Matrix