xshell图形化界面端口
Capturing images from the real world and displaying them on the screen is an astonishing process, only if we do not know the underlying process. Here, we will be studying how the images are captured. This process is held by the Window port and Viewport in Computer Graphics.
仅当我们不知道基本过程时,才能从现实世界捕获图像并将其显示在屏幕上是一个惊人的过程。 在这里,我们将研究如何捕获图像。 此过程由计算机图形学中的“ 窗口”端口和“ 视口”保留。
窗口 (Window port)
The window port can be confused with the computer window but it isn’t the same. The window port is the area chosen from the real world for display. This window port decides what portion of the real world should be captured and be displayed on the screen. The widow port can thus be defined as,
可以将窗口端口与计算机窗口混淆,但这并不相同。 窗口端口是从现实世界中选择显示的区域。 该窗口端口决定应捕获现实世界的哪一部分并将其显示在屏幕上。 因此,寡妇端口可以定义为:
"A world-coordinate area selected for display is called a window. A window defines a rectangular area in the world coordinates."
“选择显示的世界坐标区域称为窗口。窗口在世界坐标中定义了一个矩形区域。”
Image source: https://pediaa.com/wp-content/uploads/2019/08/Difference-Between-Window-Port-and-View-Port_Figure-1-768x361.jpg
图片来源:https://pediaa.com/wp-content/uploads/2019/08/Difference-Between-Window-Port-and-View-Port_Figure-1-768x361.jpg
视口 (Viewport)
Now, the Viewport is the area on a display device to which a window is mapped. Thus, the viewport is nothing else but our device’s screen. The viewport can thus be defined as follows:
现在,视口是显示设备上窗口映射到的区域。 因此,视口不过是我们设备的屏幕。 因此,视口可以定义如下:
"A viewport is a polygon viewing region in computer graphics. The viewport is an area expressed in rendering-device-specific coordinates, e.g. pixels for screen coordinates, in which the objects of interest are going to be rendered."
“视口是计算机图形学中的多边形视域。视口是以渲染设备特定的坐标表示的区域,例如,屏幕坐标像素,将在其中渲染感兴趣的对象。”
窗口端口和视口之间的区别 (Difference between Window Port and Viewport)
Window Port | Viewport |
---|---|
Window port is the coordinate area specially selected for the display. | Viewport is the display area of viewport in which the window is perfectly mapped. |
Region Created according to World Coordinates. | Region Created according to Device Coordinates. |
It is a region selected form the real world. It is a graphically control thing and composed of visual areas along with some of its program controlled with help of window decoration. | It is the region in computer graphics which is a polygon viewing region. |
A window port can be defined with the help of a GWINDOW statement. | A viewport is defined by the GPORT command. |
窗口 | 视口 |
---|---|
窗口端口是专门为显示选择的坐标区域。 | 视口是窗口在其中完美映射的视口的显示区域。 |
根据世界坐标创建的区域。 | 根据设备坐标创建的区域。 |
这是从现实世界中选择的区域。 它是一种图形控制的事物,由可视区域以及借助窗口装饰控制的某些程序组成。 | 它是计算机图形中的区域,是多边形查看区域。 |
可以在GWINDOW语句的帮助下定义窗口端口。 | 视口由GPORT命令定义。 |
So, to display the image on the computer screen, we must map our window port to the viewport. The capture ratio of the window might not always be similar to or easily adjustable to the viewport. Thus, some necessary transformations ad adjustments like clipping and cropping are performed on the window.
因此,要在计算机屏幕上显示图像,我们必须将窗口端口映射到视口。 窗口的捕获率可能并不总是类似于或容易调整到视口。 因此,在窗口上执行了一些必要的转换广告调整,例如裁剪和裁剪。
The process of mapping the window port to the viewport is termed as ‘Window to viewport Transformation’. It is also known as "Viewing Transformation" or "Windowing Transformation". It is defined as follows:
将窗口端口映射到视口的过程称为“窗口到视口的转换”。 也称为“查看转换”或“窗口转换”。 定义如下:
"Window to Viewport Transformation is the process of transforming a 2D world-coordinate object (Window Port) to device coordinates (Viewport). So, objects inside the world or clipping window are mapped to the viewport which is the area on the screen where world coordinates are mapped to be displayed."
“窗口到视口的转换是将2D世界坐标对象(窗口端口)转换为设备坐标(视口)的过程。因此,世界或剪贴窗口中的对象被映射到视口,即屏幕上世界所在的区域坐标被映射为显示。”
Thus, we know the basic object description has been changed to the viewing reference frame, so we choose the window, and extend it in viewing coordinates and select or choose the viewport limits in normalized coordinate points.
因此,我们知道基本对象描述已更改为查看参考框架,因此我们选择了窗口,然后将其扩展到查看坐标中,并在标准化坐标点中选择或选择了视口范围。
Many other processes are performed while doing so like maintaining the aspect ratio of the clipping window and the viewport, clipping the excess parts, etc. This all comprises within the Window to the Viewport transformation process. There are various methods and algorithms to do so. We will study each of them in detail in the upcoming articles.
同时执行许多其他过程,例如保持剪切窗口和视口的宽高比,剪切多余部分等。所有这些都包含在“窗口到视口”转换过程中。 有多种方法和算法可以做到这一点。 我们将在接下来的文章中详细研究它们。
翻译自: https://www.includehelp.com/computer-graphics/window-port-and-viewport-in-computer-graphics.aspx
xshell图形化界面端口