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VolumeRendering

OpenGL Model-View Transformations

OpenGL Transparency | | OpenGL Coordinate Systems

Each of the above model and view transformations can be represented as multiplication of the vertices v with a 4×4 Matrix M in homogeneous coordinates:

v=Mv

The modeling transformation corresponds to a 4×4 matrix MM (which is an affine transformation).
The view transformation corresponds to a 4×4 matrix MV (which is the inverse of the camera modeling transformation).

Then the consecutive application of the above transformations yields the combined model-view matrix MMV with:

MMV=MV\cdotMM

As final step the perspective transformation projects the vertices onto the image plane. This corresponds to a division by the z-component in camera coordinates.

The perspective transformation corresponds to a 4×4 matrix MP (which is a non-linear matrix). Together with the model-view transformations this yields the combined model-view-projection matrix MMVP with:

MMVP=MP\cdotMV\cdotMM

So the graphics pipeline effectively performs the following computation for each incoming vertex:

v=MMVPv

This takes about 30 flops per vertex.

OpenGL Transparency | | OpenGL Coordinate Systems

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