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OpenGL Projection Matrix(投影矩阵推导)

2013年11月20日 ⁄ 综合 ⁄ 共 4582字 ⁄ 字号 评论关闭

 

OpenGL Projection Matrix

Related Topics:
OpenGL Transformation

Overview

A computer monitor is a 2D surface. We need to transform 3D scene into
2D image in order to display it. GL_PROJECTION matrix is for this
projection transformation
.
This matrix is used for converting from the eye coordinates to the clip
coordinates. Then, this clip coordinates are also transformed to the
normalized device coordinates (NDC) by divided with w
component of the clip coordinates.

Therefore, we have to keep in mind that both clipping and NDC transformations are integrated into GL_PROJECTION
matrix. The following sections describe how to build the projection matrix from 6 parameters; left
, right
, bottom
, top
, near
and far
boundary values.

Perspective Projection

OpenGL Perspective Frustum and NDC
Perspective Frustum and Normalized Device Coordinates (NDC)

In perspective projection, a 3D point in a truncated pyramid frustum
(eye coordinates) is mapped to a cube (NDC); the x-coordinate from [l,
r] to [-1, 1], the y-coordinate from [b, t] to [-1, 1] and the
z-coordinate from [n, f] to [-1, 1].

Note that the eye coordinates are defined in right-handed coordinate
system, but NDC uses left-handed coordinate system. That is, the camera
at the origin is looking along -Z axis in eye space, but it is looking
along +Z axis in NDC. Since glFrustum()
accepts only positive values of near
and far
distances, we need to negate them during construction of GL_PROJECTION matrix.

In OpenGL, a 3D point in eye space is projected onto the near
plane (projection plane). The following diagrams shows how a point (xe
, ye
, ze
) in eye space is projected to (xp
, yp
, zp
) on the near
plane.

Top View of Projection
Top View of Projection
Side View of Projection
Side View of Projection

From the top view of the projection, the x-coordinate of eye space, xe
is mapped to xp
, which is calculated by using the ratio of similar triangles;

From the side view of the projection, yp
is also calculated in a similar way;

Note that both xp
and yp
depend on ze
; they are inversely propotional to -ze
.
It is an important fact to construct GL_PROJECTION matrix. After an eye
coordinates are transformed by multiplying GL_PROJECTION matrix, the
clip coordinates are still a homogeneous coordinates
. It finally becomes normalized device coordinates (NDC) divided by the w-component of the clip coordinates. (See more details on OpenGL Transformation
.

)

Clip Coordinates
Normalized Device Coordinates

Therefore, we can set the w-component of the clip coordinates as -ze
. And, the 4th of GL_PROJECTION matrix becomes (0, 0, -1, 0).

Next, we map xp
and yp
to xn
and yn
of NDC with linear relationship; [l, r] ⇒ [-1, 1] and [b, t] ⇒ [-1, 1].


Mapping from xp
to xn

 


Mapping from yp
to yn

 

Then, we substitute xp
and yp
into the above equations.

Note that we make both terms of each equation divisible by -ze
for perspective division (xc
/wc
, yc
/wc
). And we set wc
to -ze
earlier, and the terms inside parentheses become xc
and yc
of clip coordiantes.

From these equations, we can find the 1st and 2nd rows of GL_PROJECTION matrix.

Now, we only have the 3rd row of GL_PROJECTION matrix to solve. Finding zn
is a little different from others because ze
in eye space is always projected to -n on the near plane. But we need
unique z value for clipping and depth test. Plus, we should be able to
unproject (inverse transform) it. Since we know z does not depend on x
or y value, we borrow w-component to find the relationship between zn
and ze
. Therefore, we can specify the 3rd row of GL_PROJECTION matrix like this.

In eye space, we
equals to 1. Therefore, the equation becomes;

To find the coefficients, A
and B
, we use (ze
, zn
) relation; (-n, -1) and (-f, 1), and put them into the above equation.

To solve the equations for A
and B
, rewrite eq.(1) for B;

Substitute eq.(1') to B
in eq.(2), then solve for A;

Put A
into eq.(1) to find B
;

We found A
and B
. Therefore, the relation between ze
and zn
becomes;

Finally, we found all entries of GL_PROJECTION matrix. The complete projection matrix is;

OpenGL Perspective Projection Matrix
OpenGL Perspective Projection Matrix

This projection matrix is for general frustum. If the viewing volume is symmetric, which is
and
,.then it can be simplified as;

Before we move on, please take a look at the relation between ze
and zn
, eq.(3) once again. You notice it is a rational function and is non-linear relationship between ze
and zn
. It means there is very high precision at the near
plane, but very little precision at the far
plane. If the range [-n, -f] is getting larger, it causes a depth precision problem (z-fighting); a small change of ze
around the far
plane does not affect on zn
value. The distance between n
and f
should be short as possible to minimize the depth buffer precision problem.

Comparison of depth precision
Comparison of Depth Buffer Precisions

Orthographic Projection

OpenGL Orthographic Volume and NDC
Orthographic Volume and Normalized Device Coordinates (NDC)

Constructing GL_PROJECTION matrix for orthographic projection is much simpler than perspective mode.

All xe
, ye
and ze
components in
eye space are linearly mapped to NDC. We just need to scale a
rectangular volume to a cube, then move it to the origin. Let's find
out the elements of GL_PROJECTION using linear relationship.


Mapping from xe
to xn

 


Mapping from ye
to yn

 


Mapping from ze
to zn

Since w-component is not necessary for
orthographic projection, the 4th row of GL_PROJECTION matrix remains as
(0, 0, 0, 1). Therefore, the complete GL_PROJECTION matrix for
orthographic projection is;

OpenGL Orthographic Projection Matrix
OpenGL Orthographic Projection Matrix

It can be further simplified if the viewing volume is symmetrical,
and
.

OpenGL Symmetric Orthographic Projection Matrix

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