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2D to 3D

Spaces and Transformations

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  • Model Space

    • Model space is relative to an individual model which is made up of vertices.
    • A cube has one vertex at each corner which are positioned relative to the centre of the cube
    • In model space there is no information about where a model is relative to anything in the world, there is only information about the relative positions of the vertices which make up the model
  • World Space

    • World space is relative to a larger coordinate system
    • Vertices are positioned in model space and then all moved to the appropriate position in the world
  • View Space

    • View space has all vertices from the perspective of the viewer
    • Vertices aren’t defined in view space. The world is moved relative to the viewer position
  • Clip space

    • Clip space is an intermediate space after vertices have been projected to what is going to be drawn to the screen
  • Normalised Device Coordinate space

    • NDC space is almost identical to the pixels on the screen.
    • Vertices inside the NDC space will be rendered at those positions
  • Screen space

    • Screen space maps directly to the pixels on the screen
    • From this point, vertices can be used to construct triangles, which are rasterised and the appropriate pixels are coloured
  • Model Transform

    • The transformation of vertices from model space to world space
  • View transform

    • The transform of vertices from world space to view space
  • Projection transform

    • The projection of vertices from view space to clip space
  • Perspective Division

    • The division of each component by its homogeneous w component
  • Viewport Transformation

    • The mapping of normalised coordinates to vertices at screen pixel coordinates

View Space with Frustum

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Everything outside the frustum isn’t rendered