Appendix A

Projective Spaces and Transformations

Projective geometry is at the heart of computer graphics whichever view you take of it, practical or theoretical. The various transformations of real 3-space we learned to use for the purpose of animation in Chapter 4 and studied mathematically in Chapter 5 are, in fact, most naturally viewed as transformations of projective 3-space, following a so-called lifting of the scene from real to projective space. A consequence is that representing these transformations as projective is more efficient from a computational point of view, a fact that OpenGL takes constant advantage of in its design. Capturing the scene after a perspective projection on film – “shooting” as we imagine the OpenGL point ...

Get Computer Graphics Through OpenGL, 2nd Edition now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.