Games101: Computer Graphics-Week 4

Recap and supplement

  • 对于旋转变换,逆时针旋转θ角度和顺时针旋转θ角度的矩阵恰好为正交矩阵此时矩阵的转置和矩阵的逆相等

  • 为了统一平移变换和线性变换的书写形式,引入齐次坐标的概念,实质是增加一个维度

3D Transformations

On homogeneous coordinates, 3D points/vectors can be described as :

  • 3D point = $ (x, y, z, 1)^T$
  • 3D vector = $ (x, y, z, 0)^T $
  • In general, if $ (x, y, z, w)^T $ ($ w \neq 0$ and $w \neq 1$), which refers the same point $(x/w, y/w, z/w, 1)^T $
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Games101: Computer Graphics-Week 3

1. Transformation-变换

  • Modelling-模型变换

    • 游戏中场景的变化;
    • 机器人跳舞(姿态变化);
    • 物体相互作用发生形变和缩放;
    • 光栅化成像,从3D到2D的projection(投影)
  • Viewing-视角变换

    同一个对象,主摄影视角进行变换产生不同的光栅化视角;

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