Type of View n Perspective View n n

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Type of View n Perspective View n n n COP(Center of Plane) Diminution of

Type of View n Perspective View n n n COP(Center of Plane) Diminution of size Natural appearance

Type of View n Vanishing Point

Type of View n Vanishing Point

Type of View n Parallel View n DOP (Direction of Projection)

Type of View n Parallel View n DOP (Direction of Projection)

Type of View n Orthographic Projections n n n Preserve Angle, Distance Axonometric Projections

Type of View n Orthographic Projections n n n Preserve Angle, Distance Axonometric Projections Oblique Projections – preserve angle

Projection n n n Near Plane(front plane) Far Plane(back plane) View Window Parallelpiped volume

Projection n n n Near Plane(front plane) Far Plane(back plane) View Window Parallelpiped volume View Frustum Projection reference point

Positioning of Camera n Using the Model View Matrices n Movement of the world

Positioning of Camera n Using the Model View Matrices n Movement of the world frames n n Initial camera position After change Model view matrix

Projection Pipeline

Projection Pipeline

Positioning of Camera n n VRP(view reference point) VUP(view up vector) VPN(view plane normal)

Positioning of Camera n n VRP(view reference point) VUP(view up vector) VPN(view plane normal) Look At Point VUP(v) yw VRP VPN(n) u xw zw UVN coordinate system

Open. GL n void glu. Perspective( GLdouble fovy, GLdouble aspect, GLdouble z. Near, GLdouble

Open. GL n void glu. Perspective( GLdouble fovy, GLdouble aspect, GLdouble z. Near, GLdouble z. Far ); aspect = w/h View point fovy w h near far

Open. Gl n void gl. Frustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top,

Open. Gl n void gl. Frustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble znear, GLdouble zfar ); left top View point right bottom near far

Open. GL n void gl. Ortho( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top,

Open. GL n void gl. Ortho( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble z. Near, GLdouble z. Far ); left top Toward the view point bottom near far right

Open. GL n n void glu. Look. At( GLdouble eyex, GLdouble eyey, GLdouble eyez,

Open. GL n n void glu. Look. At( GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx, GLdouble centery, GLdouble centerz, GLdouble upx, GLdouble upy, GLdouble upz ); void gl. Viewport( GLint x, GLint y, GLsizei width, GLsizei height );