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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 57
The slightly more complicated conversion for u

has to do with the switch from right-
handed to left-handed coordinates.
The depth values d

[0, 1] can also be mapped to a depth r ange that is a subset
of [0, 1]. Section 2.3.1 introduced the depth range interval [p
n
, p
f
][0, 1] . The new
depth values for this range are
δ =
p
f
p
n
d

+ p
n
(2.72)
Equations (2.71) and (2.72) may be combined into a single 4-tuple, which I will
call the window coordinates of the corresponding clip-space point:
X
window
1
=
W(p
r
p
)
2
00
W(p
r
+p
)
2
0
H(p
b
p
t
)
2
0
H(2p
t
p
b
)
2
00p
f
p
n
p
n
000 1
X
ndc
1
= H
window
X
ndc
1
(2.73)
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Publisher Resources

ISBN: 9781482267303