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The different spaces in 3d computer graphics, including object space, world space, camera space, screen space, and clipped screen space. It discusses the use of 4x4 matrices, homogeneous coordinates, and transformation matrices for translations. The document also covers back-face culling and the painter's algorithm for removing hidden surfaces in screen space. Rotations about the x, y, and z axes are also discussed.
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Object Space This is where the object is defined in its own coordinate system World space Create clones of the objects in the object spaces; these clones are transformed to the position, orientation and the size required in the world space Camera space The world space, aligned so that the camera is at the origin looking down the z-axis Screen space Project the camera space onto the screen using perspective projection Clipped screen space Clip the objects to the boundaries of the viewing frustum and apply hidden surface determination Raster The screen space which is defined using vector graphics is approximated using a raster (x', y', z') (-fx/z, -fy/z, -f) Projection matrix P (1 0 0 0 ) (0 1 0 0 ) (0 0 1 0 ) (0 0 1/f 0) Why are 4x4 matrices used? 4x4 matrices are used because the use of homogenous coordinates allows translation transformations to be represented by matrices so that transformations are handled consistently and any allowable transformation can be represented by a matrix. T A translation matrix that will translate the objects in the space so that the rotation axis goes through the origin. This can be achieved by translating the vector -c. Back-face culling (applied to remove hidden surfaces in screen space) Any polygons whose normal vector is pointing away from the viewer is removed from the scene. If v • n > 0, then the polygon is back facing where v is the viewing vector and n is the normal vector to the polygon. Painter's algorithm (applied to remove hidden surfaces in screen space)
All polygons in a scene are rendered in descending order by the distance away from the viewer. The polygons closest to the viewer are rendered last so they obscure those polygons further away removing the hidden surfaces. R_x, R_y Represent rotations about the x, y axes respectfully. They are applied to rotate the rotation axis of the plane so that it lies along the positive direction of the z-axis. R_z Represents rotations about the z axis. The rotation then carries out the required rotation of the plane.