之前一个星期一直在想如何把坐标变换运用到程序中去,昨天做完报告,现在来总结一些再加深一下学习,呵呵
5.1 Coordinate spaces in the graphics pipeline
图形管道中的坐标
Introduction
The purpose of a graphics pipeline is to take a description of a scene in three-dimensional space and map it into a two-dimensional projection on the view surface – the monitor screen. Although various three-dimensional display devices exist, most computer graphics view surfaces are two-dimensional, the most common being the TV-type monitor. In most VR applications a pair of projections is produced and displayed on small monitors encased in a helmet - a head-mounted display, or HMD. The only difference in this case is that we now have a pair of two-dimensional projections instead of one – the operations remain the same.
绪论
图形管道的用途是读取一个三维的空间场景,随即把它的二维投影绘制显示到观察平台——即显示器屏幕。虽然现今有很多的三维显示设备,然后大部分的计算机图形观察平台依然是二维的,最常见的便是电视类型的显示器。大多的虚拟现实程序中,投影是在一个头盔(或HMD)中的小显示器中产生并显示的。唯一的不同是当今的投影是二维而不是一维,而操作都是一样的。
In what follows we will consider the case of polygon mesh models. We can loosely classify the various processes involved in the graphics pipeline by putting them into one of two categories – geometric (this chapter) and algorithmic (chapter 6). Geometric processes involve operations on the vertices of polygons – transforming the vertices from one coordinate space to another or discarding polygons that cannot be seen from the view point, for example. Rendering processes involve operations like shading and texture mapping and are considerably more costly than the geometric operations most of which involve matrix multiplication.
接下来,将会考虑多边形网格模型。我们可以大略的把这些过程按照他们所相关的图形管道分为两个分支——几何(本章)与算法(第六章);几何过程包括关于多边形定点的操作,例如:把顶点从一个坐标空间转换到另一个或者放弃一些不能从视点看到的顶点。渲染过程包括诸如阴影及纹理映射等比几何操作费时的包括了矩阵乘法的操作。
Local coordinate space (Object definition) ----Modelling transformation--àWorld coordinate space (Compose scene, Define view reference, Define lighting) ----View transformation--àView space (Cull, Clip to 3D view volume)--à3D screen space (Hidden surface removal, Rasterization Shading) --àDisplay space
A diagram representing the consecutive process in a graphics pipeline is shown in Figure 5.1. From this it can be seen that the overall process is a progression through various three-dimensional spaces – we transform the object representation from space to space. In the final space, which we have called screen space, the rendering operations take place. This space is also three-dimensional for reasons that we will shortly discover.
表示图像管道的连续过程已经给出。从过程中可以看出,整体的过程贯穿了不同的三维空
间,我们把物体的表达从一个空间转换到另一个空间。最终达到屏幕了,即渲染操作发生的空间。不久之后我们便会发现,这个空间也同样是一个三维的空间。