Skip to Main Content
3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
2.3 Cameras 47
Similarly, an inner-pointing, unit-length normal and the bottom plane are
N
b
=
d
min
U u
min
D
d
2
min
+ u
2
min
, N
b
.
(X E) = 0 (2.56)
An inner-pointing, unit-length normal and the top plane are
N
t
=
d
min
U + u
max
D
d
2
min
+ u
2
max
, N
t
.
(X E) = 0 (2.57)
It is common when choosing a camera model to have an orthogonal view frus-
tum. The frustum is symmetric in that u
min
=−u
max
and r
min
=−r
max
. The four
independent frustum parameters are d
min
, d
max
, u
max
, and r
max
. An alternate way to
specify the frustum is to use the field of view in the U direction and the aspect ra-
tio for the viewport. In Figure 2.16 (c), the field of view is the angle 2θ
u
. The aspect ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

3D Game Engine Architecture

3D Game Engine Architecture

David Eberly
Blender 3D By Example - Second Edition

Blender 3D By Example - Second Edition

Oscar Baechler, Xury Greer
Computer Graphics

Computer Graphics

Alexey Boreskov, Evgeniy Shikin

Publisher Resources

ISBN: 9781482267303