ajit_kamat
07-04-2005, 02:31 AM
Hi,
How is the perspective canonical view volume transformed to parallel canonical view volume? I am interested in the step-by-step (if possible) tutorial on how the following matrix is derived:
[...1...0...0......................0............... ...............]
[...0...1...0......................0............... ...............]
[...0...0...1/(1 - zmin)....-zmin/(1 - zmin)....]
[...0...0...-1.....................0........................... ...]
(The dots in the above matrix are to maintain formatting of the matrix :))
where zmin = -(_VRPz + F) / (_VRPz + B)
_VRPz = z component of View Reference Point after translating the Perspecfive Reference Point to origin and shearing the view volume such that the "center line" of view volume is parallel to the z-axis.
F is front plane and B is the back plane.
This is from the Computer Graphics book by Dr. Foley et.al (Chapter 6).
In that book the derivation of this matrix is not explained and I want to know how this is done.
BTW, what does the following equation mean and how is this derived:
z' = A + (B / z)
The eqaution is used in the book Computer Graphics using OpenGL by Prof. Hill Jr.
Cheers,
~Ajit
How is the perspective canonical view volume transformed to parallel canonical view volume? I am interested in the step-by-step (if possible) tutorial on how the following matrix is derived:
[...1...0...0......................0............... ...............]
[...0...1...0......................0............... ...............]
[...0...0...1/(1 - zmin)....-zmin/(1 - zmin)....]
[...0...0...-1.....................0........................... ...]
(The dots in the above matrix are to maintain formatting of the matrix :))
where zmin = -(_VRPz + F) / (_VRPz + B)
_VRPz = z component of View Reference Point after translating the Perspecfive Reference Point to origin and shearing the view volume such that the "center line" of view volume is parallel to the z-axis.
F is front plane and B is the back plane.
This is from the Computer Graphics book by Dr. Foley et.al (Chapter 6).
In that book the derivation of this matrix is not explained and I want to know how this is done.
BTW, what does the following equation mean and how is this derived:
z' = A + (B / z)
The eqaution is used in the book Computer Graphics using OpenGL by Prof. Hill Jr.
Cheers,
~Ajit