The View Matrix Lecture 21 Fri, Oct 17, 2003. The View Matrix The function gluLookAt() creates a...
-
Upload
jerome-anderson -
Category
Documents
-
view
216 -
download
4
Transcript of The View Matrix Lecture 21 Fri, Oct 17, 2003. The View Matrix The function gluLookAt() creates a...
The View Matrix
Lecture 21Fri, Oct 17, 2003
The View Matrix
The function gluLookAt() creates a matrix representing the transformation from world coordinates to eye coordinates.This is called the view matrix.The model matrix is the one that places the objects in position in world coordinates.
The View Matrix
The current transformation is post-multiplied by the matrix created by gluLookAt().For this reason, gluLookAt() should be called before the model transformations, such as rotating or translating individual objects.Thus, it will affect the entire scene.
The Eye Coordinate System
The matrix created by the gluLookAt() function transforms world coordinates system into eye, or camera, coordinates.Let the vectors u, v, n be the unit vectors of the eye coordinate system (corresponding to i, j, k in the world coordinate system).
The Eye Coordinate System
Let E be the eye position, L the look point, and up the up vector.
E
L
up
The Eye Coordinate System
We will base our calculations on the facts that i j = k j k = i k i = j |i| = |j| = |k| = 1.
Therefore, we should end up with u v = n v n = u n u = v |u| = |v| = |n| = 1.
The Eye Coordinate System
Form the normalized vectorn = (E – L)/|E – L|.
E
L
up
n
The Eye Coordinate System
The vector u must be perpendicular (and to the right) of n.Define u to be the unit vector
u = (up n)/|up n|.up
E
L
nu
The Eye Coordinate System
We cannot assume that up is perpendicular to n.Therefore, let v be the unit vector
v = (n u)/|n u|
up
E
Lnu
v
The View Matrix
The coordinate system of the camera is determined by u, v, n.The view matrix V must transform u, v, n into i, j, k. Vu = i Vv = j Vn = k
The View Matrix
We know from an earlier discussion that this means that the view matrix will be of the form
ux uy uz a
vx vy vz b
nx ny nz c
0 0 0 1
V =
For some values of a, b, and c.
The View Matrix
To determine a, b, and c, use that fact that V also transforms E to the origin:
VE = O.Thus, a = –(uxex + uyey + uzez) = –u e b = –(vxex + vyey + vzez) = –v e c = –(nxex + nyey + nzez) = –n e
where e = E – O.
The View Matrix
Therefore, the matrix created by gluLookAt() is
ux uy uz –u e
vx vy vz –v e
nx ny nz –n e
0 0 0 1
V =
The View Matrix
Verify that V transforms the points E (0, 0, 0) E + u (1, 0, 0) E + v (0, 1, 0) E + n (0, 0, 1)
Example
LookMover.cppmesh.cppRemove the call to gluLookAt(). Translate the cone 5 units in the
negative z-direction.
Reinstate gluLookAt(). Change the up vector.
Example: Modelview Matrix
Let eye = (10, 5, 5), look = (0, 5, 0), up = (1, 1, 0).Then eye – look = (10, 0, 5). n = (2, 0, 1)/5. up n = (1, -1, -2)/5. u = (1, -1, -2)/6. v = n u = (1, 5, -2)/30.
Example: Modelview Matrix
Also e = eye – O = (10, 5, 5). –e u = -5/6. –e v = 25/30. –e n = 25/5.
Example: Modelview Matrix
Therefore, the view matrix is
1/ 6 -1/ 6 -2/ 6 -5/ 6
1 30 5/30 -2/30 25/30
2/5 0/5 1/5 25/5
0 0 0 1