3D transformations
About Homogeneous coordinates
it help to deal with translation:
3D point =(x,y,z,1) (x,y,z,1)==(2x,2y,2z,2) thus The point is actually (x,y,z,w) (x/w,y/w,z/w)
3D vector =(x,y,z,0)
In 3 Dimension the matrix of translation :
Scale:
Rotation:
we know rotation in 2 Dimension is ease:
But, It imagines difficultly in 3 Dimension.
derivation Rodrigues' rotation formula:
I comprehend not completely the formula.
recorder information to here:
this image from https://blog.csdn.net/qq_15698613/article/details/84031711
View/Camera Transformation
Translates e to the origin
Rotates g to -Z
Rotates t to Y
Rotates (g x t) to X
In math:
translate e to the origin:
Rotate g to -Z, t to Y, (g x t) to X:
g to -Z is difficult, thus we can -Z to g and inverse the rotation matrix.
1. squish the frustum into the cuboid(n->n,f->n)(Mpersp->ortho)
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