2009-09-04

Cg studying.......

1. GPU Pipeline.



2. The Transform


Modeling transfermation: Object Space --> World Space.It makes the model change its shape;

Viewing transfermation: World Space -->Eye Space . It puts eyes at the original.

Project transfermation: Eyes Space --> Clip(Project) Space. Changing View frustum to a CUBIC space, in which it is more convenient for clipping.


The Modelview Matrix
Most lighting and other shading computations involve quantities such as positions and surface normals. In general, these computations tend to be more efficient when performed in either eye space or object space. World space is useful in your application for establishing the overall spatial relationships between objects in a scene, but it is not particularly efficient for lighting and other shading computations.
For this reason, we typically combine the two matrices that represent the modeling and view transforms into a single matrix known as the modelview matrix. You can combine the two matrices by simply multiplying the view matrix by the modeling matrix

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