1.9 KiB
1.9 KiB
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
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World Space
- World space is relative top a larger coordinate system
- Vertices are positioned in model space and then all moved to the appropriate position in the world
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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
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Clip space
- Clip space is an intermediate space after vertices have been projected to what is going to be drawn to the screen
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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
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Screen space
- Screen space maps directly to the pixels on the screen
- From now vertices can be used to construct triangles, which are rasterised and the appropriate pixels are coloured
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Model Transform
- The transformation of vertices from model space to world space
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View transform
- The transform of vertices from world space to view space
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Projection transform
- The projection of vertices from view space to clip space
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Perspective Division
- The division of each component by its homogeneous
wcomponent
- The division of each component by its homogeneous
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Viewport Transformation
- The mapping of normalised coordinates to vertices at screen pixel coordinates
View Space with Frustum
Everything outside the frustum isn’t rendered

