Friday - March 14, 2008
Web Exercise for Monday, March 17, 2008
Read Section 2.3 in 3D Game Engine Design starting on page 43.
1. What defines the corners of the viewing frustrum? Write the formulas:
2. If viewing a point X in 3-D space, what is the formula of the point on the near clipping plane?
Read 2.3.2 and 2.3.3
3. What is the difference between model space and world space?
4. In a very simplfieid answer, how does one get from coordinates in one to the other?
Read the first couple paragraphs of 2.3.4 on page 50.
5. What is the difference between world space and camera space?
Read the parts of 2.3.5 on pages 52 and 53. Objects are clipped and projected. (Stored in homogeneous coordinate form, then converted with perspective divide).
Read the first paragraph of 2.3.6.
6. What is the difference between camera space and window space?
7. What does n.d.c. represent? and what is the final conversion / transformation that needs to take place?
Overall, how many matrix transformations are necessary? You can read 2.3.7 to see these examples.
8. You can see sample code for a triangle and projections on pages 61--65.
9. Where do you think these transformations are located in Irrlicht? Are they public or private? Can you find them?
10. Email or print and submit your answers by Wed., March 19.