Abstract
The last few chapters have built up a collection of routines to draw 2D images of colour-filled polygons and to represent 3D objects in a virtual world — this chapter shows how to integrate the 3D representations with the 2D drawing code by detailing the 3D-to-2D projection process. The ‘viewing volume’ describes a region of space which contains all the points from the virtual world that will appear in the projected 2D image. Once the projection operation is implemented it will be possible to generate realistic 3D images automatically just by calling the WORLD class Draw ( ) function. The key topics in this chapter include:
-
implementing perspective projections
-
definition of the viewing volume
-
world-to-camera coordinate transformations
-
object-, polygon- and pixel-level clipping
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
Rights and permissions
Copyright information
© 1998 Springer-Verlag London Limited
About this chapter
Cite this chapter
Welmsley, M. (1998). Projection of the Viewing Volume. In: Graphics Programming in C++. Springer, London. https://doi.org/10.1007/978-1-4471-0905-1_12
Download citation
DOI: https://doi.org/10.1007/978-1-4471-0905-1_12
Publisher Name: Springer, London
Print ISBN: 978-1-4471-1231-0
Online ISBN: 978-1-4471-0905-1
eBook Packages: Springer Book Archive