Module 5
Module 5
[Grab your
reader’s
attention
with a great
1. Modelingquote from
Transformation
the
• Purpose: Converts
document or object coordinates from their local (model) coordinate system to the
world coordinate
use this system.
space toApplies scaling, rotation, and translation transformations to position the
• Operation:
emphasize
objects correctly a in the 3D scene.
key point. To
• Mathematics:
place this Uses transformation matrices to change the coordinates of the objects.
text box
2. Viewing Transformation
anywhere on
• Purpose: Defines the position and orientation of the camera (viewpoint) in the world
the page,
coordinate
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• Operation: Converts world coordinates to camera coordinates (view coordinates), where
the camera is at the origin looking down the negative z-axis.
• Mathematics: Uses the view transformation matrix, often set with functions like
gluLookAt in OpenGL.
3. Projection Transformation
• Purpose: Transforms 3D camera coordinates into 2D coordinates for display on the
screen.
• Types:
o Orthographic Projection: Maintains parallel lines and does not include
perspective distortion.
o Perspective Projection: Mimics human vision by making distant objects appear
smaller.
• Operation: Maps the view volume (camera space) to the normalized device coordinates
(NDC) in the range [-1, 1].
• Mathematics: Uses projection matrices, such as orthographic or perspective projection
matrices.
4. Clipping
• Purpose: Removes parts of objects that lie outside the view volume.
• Operation: Checks and clips the coordinates against the boundaries of the view volume,
ensuring only visible parts are rendered.
• Techniques: Cohen-Sutherland, Sutherland-Hodgman, Liang-Barsky algorithms.
5. Viewport Transformation
• Purpose: Maps the normalized device coordinates to screen coordinates (window
coordinates).
• Operation: Scales and translates the coordinates to fit the viewport, which is the area on
the screen where the image will be displayed.
• Mathematics: Uses viewport transformation equations to convert NDC to screen
coordinates.
6. Rasterization
• Purpose: Converts 2D screen coordinates into pixels.
• Operation: Determines the color and depth of each pixel to generate the final image on
the screen.
• Process: Includes scan conversion, depth testing, and shading.
Parallel projection represents the object in Perspective projection represents the object in three
1
a different way like telescope. dimensional way.
In parallel projection, these effects are not In perspective projection, objects that are far away
2
created. appear smaller, and objects that are near appear bigger.
The distance of the object from the center The distance of the object from the center of projection
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of projection is infinite. is finite.
Parallel projection can give the accurate Perspective projection cannot give the accurate view of
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view of object. object.
5 The lines of parallel projection are parallel. The lines of perspective projection are not parallel.
8 It does not form realistic view of object. It forms a realistic view of object.