spacer

Webref WebRef   Sitemap · Experts · Tools · Services · Newsletters · About i.com

home / experts / 3d / lesson111

Lesson 111 - From Geometry to Pictures - Part 1

Developer News
Google Chrome Playing Catch-Up on Extensions
Open Solutions Alliance Gets New Leadership
Red Hat Spacewalk Expands Linux Management

Let's finish up the overview of the rendering process that we began a couple of lessons ago. Thus far, we've considered only the geometry end of the process, in which all of the vertices of all of the objects in the scene are transformed into a coordinate system common to the entire scene – the world coordinate system. Then, all of these vertices are further transformed into a camera coordinate system, based on the location and direction of the camera. We are all set up to "take the picture."

There are a number of processes needed to produce a rendered image. For one, we need to determine what objects are in the camera's field of view so that we don't bother with objects and vertices that cannot be seen. This process involves both culling and clipping.

I'll use some screenshots from 3D Studio MAX to give you the idea. Objects will be rendered if they are within the view volume - a pyramid emerging from the front of the camera.

Notice the axes of the camera coordinate system. The y axis here points in the direction in which the camera is looking, and the x and z dimensions represent the render plane perpendicular to it (equivalent to the film plane of a real camera). Unfortunately, MAX violates basic conventions about coordinate axes. In every other system, and in the common language of computer graphics, the camera points in its z direction, and x and y are the horizontal and vertical dimensional of the render plane.

Note also that there is a visible base to this pyramid. This is just for display purposes here, as the view volume can extend infinitely for all practical purposes. But, if we wish, we can define front and back clipping planes to further limit the view volume.

Consider three objects from two views. One is completely within the view volume. Another is partially with it, and the third is entirely outside the view volume.

Before we project the vertices of these objects onto the rendering plane, we'd like to completely eliminate (cull) the object that is wholly outside the viewing volume. The easiest way to do this is to test whether a bounding box enclosing each object intersects the viewing volume.

This is not a foolproof method because a bounding box can intersect the viewing volume even if no part of the enclosed geometry does, but it works well enough for basic culling.

To Continue to Parts 2 and 3, Use Arrow Buttons


internet.comearthweb.comDevx.commediabistro.comGraphics.com

Search:

Jupitermedia Corporation has two divisions: Jupiterimages and JupiterOnlineMedia

Jupitermedia Corporate Info

Legal Notices, Licensing, Reprints, Permissions, Privacy Policy.
Advertise | Newsletters | Tech Jobs | Shopping | E-mail Offers

Whitepapers and eBooks

Symantec Whitepaper: Converging System and Data Protection for Complete Disaster Recovery
Intel Whitepaper: Comparing Two- and Four-Socket Platforms for Server Virtualization
IBM Solutions Brief: Go Green With IBM System xTM And Intel
HP eBook: Simplifying SQL Server Management
IBM Contest: Are You the Next Superstar? Join the "Search for the XML Superstar" Contest to Find Out
Intel PDF: Quad-Core Impacts More Than the Data Center
Intel PDF: Virtualization Delivers Data Center Efficiency
Go Parallel Article: PDC 2008 in Review
Avaya Article: Communication-Enabled Mashups: Empowering Both Business Owners and IT
Intel Whitepaper: Building a Real-World Model to Assess Virtualization Platforms
PDF: Intel Centrino Duo Processor Technology with Intel Core2 Duo Processor
Microsoft Article: Build and Run Virtual Machines with Hyper-V Server 2008
  Go Parallel Article: Q&A with a TBB Junkie
IBM Whitepaper: Innovative Collaboration to Advance Your Business
Internet.com eBook: Real Life Rails
IBM eBook: The Pros and Cons of Outsourcing
Internet.com eBook: Best Practices for Developing a Web Site
IBM CXO Whitepaper: The 2008 Global CEO Study "The Enterprise of the Future"
Avaya Article: Call Control XML in Action - A CCXML Auto Attendant
IBM CXO Whitepaper: Unlocking the DNA of the Adaptable Workforce--The Global Human Capital Study 2008
Adobe Acrobat Connect Pro: Web Conferencing and eLearning Whitepapers
Symantec Whitepaper: Comprehensive Backup and Recovery of VMware Virtual Infrastructure
MORE WHITEPAPERS, EBOOKS, AND ARTICLES
webref The latest from WebReference.com Browse >
Popular JavaScript Framework Libraries: An Overview - Part 3 · Accessing Your MySQL Database from the Web with PHP · Working with the DOM Stylesheets Collection
Sitemap · Experts · Tools · Services · Email a Colleague · Contact FREE Newsletters 
 The latest from internet.com
Review: Lenovo ThinkPad SL300 · OCZ PC3-10666 Gold 2x1GB Review · Apple Recommends Antivirus for Macs

Created: January 30, 2001
Revised: January 30, 2001

URL: http://webreference.com/3d/lesson111/