Elements of 3d Graphics
- Section 1.2
- Most of what we do is vector graphics.
- But in the end, we must represent in raster.
- In building a world, we generally start by modeling objects.
- We must do this using the primitives supported by our graphics system.: lines, points, triangles, ...
- All hail the triangle, tesselator of the plane.
- These primitives can be modified by changing their attributes
- In doing this, we most likely model the objects in their own coordinate system.
- These objects can then be combined to form more complex objects.
- Again, they are probably in their own modeling system.
- And we will need to use transformations to move from one modeling system to another.
- Scaling, rotation, translation and others.
- Finally we will assemble multiple objects into a scene
- This is modeled in world coordinates.
- Building a model out of many parts is called hierarchical modeling
- An object oriented like approach really
- Each model has it's own attributes (scale, rotate, color, texture ...)
- The scene may contain non-physical items such as lights
- We then generally introduce a camera from which the scene is viewed.
- This introduces the camera or viewing coordinate system.
- We will use a transformation to change from one coordinate system to another.
- After we have everything set up we need to
- Possibly clip the objects, or remove objects which are not visible to the camera.
- Project the scene into two dimensions.
- We then rasterize the objects
- At this point we can apply lighting, textures and other coloring techniques.
- And there is an image to display.