Contents
What are eye coordinates?
Eye coordinates are the natural coordinate system for making a picture of the world as seen by a viewer. If we used a different coordinate system (world coordinates) when building the world, then we have to transform those coordinates to eye coordinates to find out what the viewer actually sees.
Is camera space view space?
The view space is what people usually refer to as the camera of OpenGL (it is sometimes also known as camera space or eye space ). The view space is the result of transforming your world-space coordinates to coordinates that are in front of the user’s view.
What is camera spacing?
This is a rule in photography more commonly known as the rule of space. This rule states that if the subject is not looking directly to the camera, or looks out of the frame, there should be enough space for the subject to look into. The active space is the area where the object is facing.
Where is the origin required to be located at in world space?
World space is the coordinate system for the entire scene. Its origin is at the center of the scene.
What is viewport space?
Viewport space is normalized and relative to the camera. The bottom-left of the viewport is (0,0); the top-right is (1,1). The z position is in world units from the camera. Note that ViewportToWorldPoint transforms an x-y screen position into a x-y-z position in 3D space.
What is ModelView Matrix?
ModelView matrix is the concatenation of Model matrix and View Matrix. View Matrix defines the position(location and orientation) of the camera, while model matrix defines the frame’s position of the primitives you are going to draw.
What is gl_NormalMatrix?
gl_ModelViewMatrix is pre-defined uniform variable set from GL_MODELVIEW matrix (affected by glLoadIdentity , glTranslate, glRotate , glScale or glLoadMatrix ). gl_NormalMatrix is transpose(inverse(gl_ModelViewMatrix)) , which is the same matrix but with inverted scale factors.
How is shading based on model space coordinates?
The author goes on with a brief explanation claiming that the image on the left is a result of shading in model space coordinates because the stripes follow the vx value running from the tip of the spout to the handle while the image on the right is based in eye space coordinates, with the stripes following the vx value from right to left.
What are the coordinates of the eye space?
The view matrix transforms from the world space to the view (eye) space. If the coordinate system of the view space is a Right-handed system, where the X-axis points to the right and the Y-axis points up, then the Z-axis points out of the view (Note in a right hand system the Z-Axis is the cross product of the X-Axis and the Y-Axis).
Which is the coordinate system of a mesh?
The model space is the coordinates system, which is used to define or modulate a mesh. The vertex coordinates are defined in model space. The world space is the coordinate system of the scene. Different models (objects) can be placed multiple times in the world space to form a scene, in together.
Do you use model space or eye space?
Coloring using model space and eye space. The result is as illustrated in the following image: