Abstract
We now introduce the concept of an observer. Our eventual aim is to represent, in the graphics viewport, a three-dimensional scene as viewed by a person standing at a given position and looking in a given direction; with position and direction specified relative to the ABSOLUTE system. Imagine someone having a graphics screen fixed firmly in front of their face, and as they walk, run, jump, fly, somersault through space, they can only view that space through the screen. It is these images that we will simulate on the graphics viewport, so that the observer sitting comfortably in front of the screen can experience the same sights as our energetic ‘space-traveller’.
Preview
Unable to display preview. Download preview PDF.
Author information
Authors and Affiliations
Copyright information
© 1992 Ian O. Angell and D. Tsoubelis
About this chapter
Cite this chapter
Angell, I.O., Tsoubelis, D. (1992). The observer. Orthographic and perspective projections. Clipping. In: Advanced Graphics on VGA and XGA Cards Using Borland C++. Palgrave, London. https://doi.org/10.1007/978-1-349-22336-7_8
Download citation
DOI: https://doi.org/10.1007/978-1-349-22336-7_8
Publisher Name: Palgrave, London
Print ISBN: 978-1-349-22338-1
Online ISBN: 978-1-349-22336-7
eBook Packages: Computer ScienceComputer Science (R0)