From 3D modelling software… to parsing and importing data… to vertex shader transformations… to an intuitive understanding of clip space - in about 12 minutes!
Many people think the graphics pipeline consists of more than two types of space, when in fact there is only 3D space and 2D space. The terms, model space, world space, and view space, can mislead people into thinking they are referring to three different spaces… but that is incorrect, because all three of those spaces are simply just the same one and only 3D space.
Clip space isn’t actually a space in the normal sense. Clip space is just a geometric representation of points after they’ve been transformed by the FOV aspect of the projection transformation that we use in computer graphics, i.e. the perspective division aspect is performed later.
00:00 - Introduction to vertex data processing
02:53 - Importing model vertex data (parsing)
04:01 - Vertex shader processing (transformations)
07:13 - Model view matrix (cameras don't exist)
07:46 - Projecting 3D space to 2D space (near plane)
09:30 - Clip space explained with geometric illustrations
Attribution...
Description: view frustum, shown coloured green, red, and yellow, labelled right, top, and near respectively.
Author: MithrandirMage
License: creativecommons.org/licenses/...
Негізгі бет How to Grasp Vertex Shader (GLSL) processing in 3D Graphics
Пікірлер: 3