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Computer Graphics: Difference between revisions

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===Perspective Projection Matrix===
===Perspective Projection Matrix===
[https://www.scratchapixel.com/lessons/3d-basic-rendering/perspective-and-orthographic-projection-matrix/building-basic-perspective-projection-matrix https://www.scratchapixel.com/lessons/3d-basic-rendering/perspective-and-orthographic-projection-matrix/building-basic-perspective-projection-matrix]
[https://www.scratchapixel.com/lessons/3d-basic-rendering/perspective-and-orthographic-projection-matrix/building-basic-perspective-projection-matrix https://www.scratchapixel.com/lessons/3d-basic-rendering/perspective-and-orthographic-projection-matrix/building-basic-perspective-projection-matrix]
===Inverting the projection===
If you have the depth (either z-depth or euclidean depth), you can invert the projection operation. 
The idea is to construct a ray from the camera to the pixel on a plane of the viewing frustrum and scale the distance accordingly.
See [https://gamedev.stackexchange.com/questions/108856/fast-position-reconstruction-from-depth/111885#111885 stackexchange].


==Shading==
==Shading==