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 Parallel View n DOP (Direction of Projection)
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 View Frustum Projection reference point
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
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 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, 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, GLdouble z. Near, GLdouble z. Far ); left top Toward the view point bottom near far right