<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
- Uart的Verilog建模
开发工具:Quartus II 9.1: 仿真软件:Questa Sim 10.0c: 硬件平台:Terasic DE2-115(EP2C35F672C6): 外设:MAX3232: 3个工程文件:& ...
- SQL SERVER触发器游标小记
今天接到个需求用触发器来实现通过条件对其他表的更新.好久没摸SQL SERVER,电脑里也没SQL SERVER安装包,同事遂发来个安装包,一看吓一跳,3.6G!!!!经过漫长等待后,开始作业.需求如 ...
- VBS数组
定义一个数组: dim a(3).这里要注意在VBS里面数组不像其他的例如C,C#,JAVA等数组用[]作为数组标志.VBS采用的是().还需要注意的是,这里定义的数组包含a(0),a(1),a(2) ...
- Android IOS WebRTC 音视频开发总结(七六)-- 探讨直播低延迟低流量的粉丝连麦技术
本文主要探讨基于WebRTC的P2P直播粉丝连麦技术 (作者:郝飞,亲加云CTO,编辑:dora),最早发表在[这里] 支持原创,转载必须注明出处,欢迎关注微信公众号blacker(微信ID:blac ...
- Inside The C++ Object Model - 04 C++对象模型的一个简单示例
首先定义一个类X class X { public: X(); X(const X& x); virtual ~X(); virtual foo(); } 再来一段代码: X foobar() ...
- 32、shiro 框架入门三
1.AuthenticationStrategy实现 //在所有Realm验证之前调用 AuthenticationInfo beforeAllAttempts( Collection<? ex ...
- Excel的文件打开特别慢,xls文件特别大解决一例
Excel的文件打开特别慢,xls文件特别大解决一例 打开Excel的xls文件打开特别慢,而且操作也非常慢,动辄需要10几20分钟,很不正常.一个简单的Excel的xls文件有10几兆,甚至几百兆的 ...
- {matlab}取二值图像centroid几种方法性能比较
试验很简单,取二值图像的质心,三种方法做比较 1.完全采用矩阵性能不做任何循环操作,对find后的值进行除法与取余操作,从而得到centroid 2.完全采用循环操作,最简单明了 3.结合1,2,对每 ...
- Visual Studio 换皮肤
通过字体和颜色修改 Visual Studio 提供了修改配色的入口,你完全可以根据自己的喜好进行自定义,下面就通过该方法把编辑器背景设置成 “豆沙绿”. 选择 工具 / 选项 / 环境 / 字体和颜 ...
- "Asp.Net Web Api MediaTypeFormatter Error for x-www-formurlencoded data" 解决方法
遇到标题中所说的问题原因是使用 jQuery AJAX 以 POST 方式调用 Asp.Net Web API .解决办法请看以下代码中有注释的部分. public static class WebA ...