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Old 11-30-2003, 12:19 AM   #1
DmEditor
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Software Rendering School, Part II: Projection
Authors: Mihail Ivanchev and Hans Thörnquist
Description: The second part of the series introduces projection in software rendering. Sample source code is included.
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Old 12-06-2003, 03:33 AM   #2
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hehe, it's always amusing again to see how easily the eye can be tricked into seeing that wobbling cube
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If Prolog is the answer, what is the question ?
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Old 12-06-2003, 10:58 AM   #3
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Nice article!!

What is the next one going to be about?
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Old 12-06-2003, 02:19 PM   #4
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From the article:
Quote:
Next time, we will talk about geometry in 3D and triangle rasterizing. 'Till then, cya!
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Old 12-08-2003, 03:25 AM   #5
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Hi guys!

10x for the responce, i need stuff like that really (: ) . First to Anubis - yep it's pretty cool visual illusion and might sound weird but there are some eye specialist that use this kind of trick to test for the diopter range of the humans. Anyway no problem if you solve the cube in your head. I really like that effect too.
About the next part of the article - yeah it will introduce drawing triangles which is the next great step towards the cool 3d graphics. I'm working in the moment on it...
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Old 12-08-2003, 05:03 AM   #6
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i haven't figured out yet when the cube starts to get distorted. i imagine that the brain gets confused when certain lines intersect so that it can't make up the cube shape anymore...
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Old 12-09-2003, 03:08 AM   #7
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Simple my friend . According to some documents on internet: "the cube's loses it's shape when lines that belong to the logically back sides of the cube are drawn infront of the lines that belong to the logically front sides.".
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Old 12-09-2003, 11:19 AM   #8
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with all the lines having the same color it doesn't matter which lines are drawn first...
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Old 12-10-2003, 03:07 AM   #9
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Yep that's true i guess something else is also important then. If not the computer than the mind is playing tricks i guess (boy i'm smart ;7)
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Old 12-10-2003, 03:28 AM   #10
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amazing...
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Old 12-06-2006, 07:28 PM   #11
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Default Re: Software Rendering School, Part II: Projection

Hi Mihail and thanks for a great article!
Can you tell me why you didn't put the perspective projection calculations in a matrix? Seems strange to introduce the use of matrix for rotation and parallel projection and not do it for perspective projection.
But, again, thanks for the article.
Another question: Is it much of a leap to continue on to the view frustum area? I've gotten clipping working but I'm having a hell of a time trying to make the frustum rotate so that a fly-through of my 3D world can be achieved.
Thanks.
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Old 12-07-2006, 10:14 AM   #12
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Default Re: Software Rendering School, Part II: Projection

Don't transform the frustum. Instead, transform the world!
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