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Games101 review: 3D transformation
2022-07-25 15:33:00 【Lao Yan is working hard】
Catalog
1. translation 、 The zoom 、 rotate
1.1 translation : The last column t
1.2 The zoom : The diagonal to s
1.3 rotate : Around the y The shaft is special , Because cross multiplication is z×x
1.4 Euler Angle :roll( rotate )、pitch( Up and down )、yaw( about )
1.5 ( Add ) Four yuan number :
2.1 View / The camera changes , The model changes with the view
2.1.0 MVP Transformation : analogy : Take photos in reality
2.1.1 The camera / Definition of perspective : Location 、 Direction of sight 、 Above line of sight ?
2.2 Projection transformation : Orthographic projection 、 Perspective projection
1. translation 、 The zoom 、 rotate
1.1 translation : The last column t

1.2 The zoom : The diagonal to s

1.3 rotate : Around the y The shaft is special , Because cross multiplication is z×x

1.4 Euler Angle :roll( rotate )、pitch( Up and down )、yaw( about )

1.5 ( Add ) Four yuan number :
2. View transformation
2.1 View / The camera changes , The model changes with the view
2.1.0 MVP Transformation : analogy : Take photos in reality
Think about how we take a picture in real life ?
- Put the objects in order (Model Transformation)
- Adjust the position of the camera (View Transformation)
- Taking pictures !cheese!(Projection Transformation)
2.1.1 The camera / Definition of perspective : Location 、 Direction of sight 、 Above line of sight ?
Here is the conclusion : origin 、 For the above Y Axis direction 、 The line of sight is -Z Direction


2.1.2 View transformation matrix : First consider the inverse matrix , Then according to the properties of orthogonal matrix ( The inverse = Transposition ) get
2.2 Projection transformation : Orthographic projection 、 Perspective projection
3D to 2D

2.2.1 Orthographic projection : First translate to the origin , Zoom back to the standard coordinate system

A simple understanding : Determine the position of the camera ( origin ) And orientation (-Z Direction , Shang Dynasty Y Axis ), Directly in Z Drag the model in the axis direction , And pan and zoom it to [-1,1] Within the scope of .

Matrix representation :

2.2.2 Perspective projection : First think about the properties of homogeneous coordinate point representation , Post thinking collapses into cube orthogonal projection









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