CG Class 20, Thurs 2017-10-19
Table of .. contents::
1 IOCCC programs
local copy of some of them.
Fun examples of what you can do in a few lines of code.
2 Comments on recent powerpoint slides
- I didn't show WebGL Transformations Angel_UNM_14_5_4.ppt in detail since it is mostly obsolete.
- The old OpenGL modelview and projection matrix idea is now deprecated, but is interesting for its subdivision of transformations into two functions.
- The modelview matrix moves the world so that the camera is where you want it, relative to the objects. Unless you did a scale, the transformation is rigid - it preserves distances (and therefore also angles).
- The projection matrix view-normalizes the world to effect your desired projection and clipping. For a perspective projection, it does not preserve distances or angles, but does preserve straight lines.
4 More Chapter 6 slides
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6_5 Computer Viewing: Projection.
Big idea: view normalization. We'll see this more in chapter 7.
5 Chapter 7 slides
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7_1 Orthogonal projection matrices.
Big idea: Given any orthogonal projection and clip volume, we transform the object so that we can view the new object with projection (x,y,z) -> (x,y,0) and clip volume (-1,-1,-1) to (1,1,1) and get the same image. That's a normalization transformation'. See slide 14.
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7_2 Perspective projection matrices and the normalization transformation.
Big idea: We can do the same with perspective projections. The objects are distorted like in a fun house. See slide 8.