December 2022
Intermediate to advanced
702 pages
27h
English
Projective spaces and transformations play an important role in computer graphics and our goal in this chapter is to introduce these elegant mathematical concepts in as user-friendly a manner as possible and to study one critical application. In particular, this application is to the “shoot” part of shoot-and-print in the OpenGL pipeline where we devise a so-called projection transformation to transform a viewing box or frustum into a canonical axis-parallel box.
This chapter is written without assuming any prior knowledge of projective spaces on the reader's part. However, we do ask that you have read Section 5.2.3 on the use of homogenous coordinates in expressing ...
Read now
Unlock full access