Perspective Transformation
We discussed the perspective transformation,
showed the artwork of Albrecht Dührer and EC. Escher, played with tinkertoys,
and talked about how to get the sign right in the perspective transformation.
We also looked at a lot of pictures of houses to understand how they were made.
\Conclusion: Here is the correct way to do perspective:
We talked more about backface culling. Calculate the normal vector for each polygon. Only render those whose z component has the correct sign. Remember, backface culling only works properly with convex polygons.
A good way to make terrain is to take a unit square and tessellate it into triangles. Then each vertex is assigned the height at the corresponding point in some set of 3D data -- contour data, elevataions, radar data, gray scales in some image, etc. We showe demonstrations of how this is used to make terrain in commercial computer graphics.
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