<转载> OpenGL Projection Matrix
原文
OpenGL Projection Matrix
Related Topics: OpenGL Transformation
Updates: The MathML version is available here.
Overview
A computer monitor is a 2D surface. A 3D scene rendered by OpenGL must be projected onto the computer screen as a 2D image. GL_PROJECTION matrix is used for this projection transformation. First, it transforms all vertex data from the eye coordinates to the clip coordinates. Then, these clip coordinates are also transformed to the normalized device coordinates (NDC) by dividing with w component of the clip coordinates.
A triangle clipped by frustum
Therefore, we have to keep in mind that both clipping (frustum culling) and NDC transformations are integrated into GL_PROJECTIONmatrix. The following sections describe how to build the projection matrix from 6 parameters; left, right, bottom, top, near and farboundary values.
Note that the frustum culling (clipping) is performed in the clip coordinates, just before dividing by wc. The clip coordinates, xc, ycand zc are tested by comparing with wc. If any clip coordinate is less than -wc, or greater than wc, then the vertex will be discarded. 
Then, OpenGL will reconstruct the edges of the polygon where clipping occurs.
Perspective Projection
Perspective Frustum and Normalized Device Coordinates (NDC)
In perspective projection, a 3D point in a truncated pyramid frustum (eye coordinates) is mapped to a cube (NDC); the range of x-coordinate from [l, r] to [-1, 1], the y-coordinate from [b, t] to [-1, 1] and the z-coordinate from [n, f] to [-1, 1].
Note that the eye coordinates are defined in the right-handed coordinate system, but NDC uses the left-handed coordinate system. That is, the camera at the origin is looking along -Z axis in eye space, but it is looking along +Z axis in NDC. Since glFrustum() accepts only positive values of near and far distances, we need to negate them during the construction of GL_PROJECTION matrix.
In OpenGL, a 3D point in eye space is projected onto the near plane (projection plane). The following diagrams show how a point (xe, ye, ze) in eye space is projected to (xp, yp, zp) on the near plane.
Top View of Frustum
Side View of Frustum
From the top view of the frustum, the x-coordinate of eye space, xe is mapped to xp, which is calculated by using the ratio of similar triangles; 
From the side view of the frustum, yp is also calculated in a similar way; 
Note that both xp and yp depend on ze; they are inversely propotional to -ze. In other words, they are both divided by -ze. It is a very first clue to construct GL_PROJECTION matrix. After the eye coordinates are transformed by multiplying GL_PROJECTION matrix, the clip coordinates are still a homogeneous coordinates. It finally becomes the normalized device coordinates (NDC) by divided by the w-component of the clip coordinates. (See more details on OpenGL Transformation.)
, 
Therefore, we can set the w-component of the clip coordinates as -ze. And, the 4th of GL_PROJECTION matrix becomes (0, 0, -1, 0). 
Next, we map xp and yp to xn and yn of NDC with linear relationship; [l, r] ⇒ [-1, 1] and [b, t] ⇒ [-1, 1].
Mapping from xp to xn

Mapping from yp to yn

Then, we substitute xp and yp into the above equations.


Note that we make both terms of each equation divisible by -ze for perspective division (xc/wc, yc/wc). And we set wc to -ze earlier, and the terms inside parentheses become xc and yc of the clip coordiantes.
From these equations, we can find the 1st and 2nd rows of GL_PROJECTION matrix. 
Now, we only have the 3rd row of GL_PROJECTION matrix to solve. Finding zn is a little different from others because ze in eye space is always projected to -n on the near plane. But we need unique z value for the clipping and depth test. Plus, we should be able to unproject (inverse transform) it. Since we know z does not depend on x or y value, we borrow w-component to find the relationship between zn and ze. Therefore, we can specify the 3rd row of GL_PROJECTION matrix like this. 
In eye space, we equals to 1. Therefore, the equation becomes; 
To find the coefficients, A and B, we use the (ze, zn) relation; (-n, -1) and (-f, 1), and put them into the above equation. 
To solve the equations for A and B, rewrite eq.(1) for B; 
Substitute eq.(1') to B in eq.(2), then solve for A; 
Put A into eq.(1) to find B; 
We found A and B. Therefore, the relation between ze and zn becomes; 
Finally, we found all entries of GL_PROJECTION matrix. The complete projection matrix is;
OpenGL Perspective Projection Matrix
This projection matrix is for a general frustum. If the viewing volume is symmetric, which is
and
, then it can be simplified as; 
Before we move on, please take a look at the relation between ze and zn, eq.(3) once again. You notice it is a rational function and is non-linear relationship between ze and zn. It means there is very high precision at thenear plane, but very little precision at the far plane. If the range [-n, -f] is getting larger, it causes a depth precision problem (z-fighting); a small change of ze around the far plane does not affect on zn value. The distance between n and f should be short as possible to minimize the depth buffer precision problem.
Comparison of Depth Buffer Precisions
Orthographic Projection
Orthographic Volume and Normalized Device Coordinates (NDC)
Constructing GL_PROJECTION matrix for orthographic projection is much simpler than perspective mode.
All xe, ye and ze components in eye space are linearly mapped to NDC. We just need to scale a rectangular volume to a cube, then move it to the origin. Let's find out the elements of GL_PROJECTION using linear relationship.
Mapping from xe to xn

Mapping from ye to yn

Mapping from ze to zn

Since w-component is not necessary for orthographic projection, the 4th row of GL_PROJECTION matrix remains as (0, 0, 0, 1). Therefore, the complete GL_PROJECTION matrix for orthographic projection is;
OpenGL Orthographic Projection Matrix
It can be further simplified if the viewing volume is symmetrical,
and
. 
<转载> OpenGL Projection Matrix的更多相关文章
- OpenGL投影矩阵(Projection Matrix)构造方法
(翻译,图片也来自原文) 一.概述 绝大部分计算机的显示器是二维的(a 2D surface).在OpenGL中一个3D场景需要被投影到屏幕上成为一个2D图像(image).这称为投影变换(参见这或这 ...
- 论文阅读笔记(三)【AAAI2017】:Learning Heterogeneous Dictionary Pair with Feature Projection Matrix for Pedestrian Video Retrieval via Single Query Image
Introduction (1)IVPR问题: 根据一张图片从视频中识别出行人的方法称为 image to video person re-id(IVPR) 应用: ① 通过嫌犯照片,从视频中识别出嫌 ...
- OpenGL Column-Major Matrix 使用注意事项
这column major的矩阵是彻底把我搞晕了,以后右乘规则下的矩阵应该这么用 假设我想创建一个2x2的矩阵,数学上我这么写: 1 2 3 4 用代码创建的话这么写 // 按照 row major ...
- Android平台下OpenGL初步
Android OpenGL ES 开发教程 从入门到精通 http://blog.csdn.net/zhoudailiang/article/details/50176143 http://blog ...
- OpenGl从零开始之坐标变换
http://www.tuicool.com/articles/uiayYrI OpenGL学习脚印: 坐标变换过程(vertex transformation) http://blog.csdn.n ...
- OpenGL一些函数详解(二)
OpenGL ES顶点数据绘制技巧 在OpenGL中,绘制一个长方体,需要将每个顶点的坐标放在一个数组中.保存坐标时有一些技巧(由于字母下标不好表示,因此将下标表示为单引号,如A1将在后文中表示为A' ...
- 【GISER && Painter】Chapter00:OpenGL原理学习笔记
说明:简单了解一下OpenGL的工作原理,初步认识计算机对于图形渲染的底层设计与实现,第一次接触,也没学过C艹,欢迎各位批评指正. 一 什么是OpenGL? OpenGL是一个开放标准(specif ...
- OpenGL(6)——坐标系
在掌握基本变换后,学习如何变换coordinate space. 对coordinate space进行变换的目的是将local space中各顶点坐标转换成normalized device coo ...
- GPU相关资料汇总
qemu, quick emulator systemc xilinx qemu nvdla, nvidia deep learning accelerator gpgpu-sim ffgpu ope ...
随机推荐
- Spring mvc 配置详解
现在主流的Web MVC框架除了Struts这个主力 外,其次就是Spring MVC了,因此这也是作为一名程序员需要掌握的主流框架,框架选择多了,应对多变的需求和业务时,可实行的方案自然就多了.不过 ...
- express html模板项目搭建
初学express的亲们,估计要弄ejs和jade会比较烦躁,那就先html开始,简单笔记如下: 1.新建项目文件夹demotest 2.进入demotest >express -e ...
- 5.Firedac错误信息
主要错误信息属性: 1.EFDDBEngineException Errors -- TFDDBError对象集合. ErrorCount --错误的记录数 Kind -- DBMS的错误集合. Me ...
- 文件读写方法1.FileInputStream和FileOutputStream
package fileTest; import java.io.File; import java.io.FileInputStream; import java.io.FileNotFoundEx ...
- brackets快捷键使用
ctrl+b 当选中一个文本时,会出现相同的文本,被高亮显示 按ctrl+b 相同的文本就全部获得了焦点 这样就可以同时更改这些相同的文本ctrl+e 打开或关闭快速编辑alt+u 注释ctrl ...
- Linux_08------Linux的系统管理
分钟,在随机延迟0-45分钟时间 * 使用nice命令指定默认优先级,使用run-parts脚本执行/etc/cron.daily目录中的所有可执行文件. * */
- 64 位 Ubuntu 下 android adb 不可用解决方法
解决方案: 安装ia32-libs 在终端执行 sudo apt-get install ia32-libs 其间会提示所依赖的某些包不存在,直接 sudo apt-get 安装即可.
- 关于Nios II的启动分析(转载)
原文地址:http://hi.baidu.com/goatdai/item/cc33671545d89243e75e06ad 常用到的存储器包括SDRMA.SRAM.FLASH.Onchip_memo ...
- java.io.Serializable 序列化问题
java.io.Serializable 序列化问题 Person.java package a.b.c; public class Person implements java.io.Seriali ...
- android之RadioGroup
radioGroup这控件在开发中也是常用到的 RadioGroup 有时候比较有用.主要特征是给用户提供多选一机制. 用微信举一个例子吧! <?xml version="1.0&qu ...