You can’t beat visual demonstrations when it comes 3D Graphics concepts. Watch how... model, world, view, clip, NDC, and screen space in OpenGL, all become simplified before your eyes.
In this tutorial, you’ll get to see why everything up until the projection matrix is actually nothing more than just 3D space, and how normalised device coordinates (NDC) can be understood in terms of a 3D photograph.
OpenGL can be very confusing when you’re first faced with 6 different spatial coordinate systems, but are they really what we think of as being space? I mean, surely we only have 2D and 3D space, right?
The following video explains “clip space” in more detail: • How to Grasp Vertex Sh...
00:00 - Model space vs World space vs 3D space
01:46 - Is view (eye) space just ordinary 3D space?
02:46 - Handling 3D space inside the vertex shader
04:01 - What is the purpose of the projection matrix?
04:56 - How is 3D space transformed into NDC Space?
06:15 - Looking at how the NDC cube distorts 3D space
07:59 - Clip space understood as geometry (not space)
Негізгі бет Why is OpenGL Space so much SIMPLER than you’ve EVER Imagined?
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