Computer Graphics: Difference between revisions

Line 71: Line 71:
To convert from model coordinates <math>v</math> to screen coordinates <math>w</math>, you do multiply by the MVP matrices <math>w=P*V*M*v</math>
To convert from model coordinates <math>v</math> to screen coordinates <math>w</math>, you do multiply by the MVP matrices <math>w=P*V*M*v</math>
* The model matrix <math>M</math> applies the transform of your object. This includes the position and rotation. <math>M*v</math> is in world coordinates.
* The model matrix <math>M</math> applies the transform of your object. This includes the position and rotation. <math>M*v</math> is in world coordinates.
* The view matrix <math>V</math> applies the transform of your camera.
* The view matrix <math>V</math> applies the transform of your camera. <math>V*M*v</math> is in camera or view coordinates.
* The projection matrix <math>P</math> applies the projection of your camera, typically an orthographic or a perspective camera. The perspective camera shrinks objects in the distance.
* The projection matrix <math>P</math> applies the projection of your camera, typically an orthographic or a perspective camera. The perspective camera shrinks objects in the distance.