CIS 41
Computer Graphics
Chapter 5 - Viewing


Viewing

Classical/Computer Viewing

One Primary Difference Between Classical and Computer Viewing

Classical Viewing

Graphical Projections

Parallel Projections

Orthographic Projections

Axonomteric Projections




Oblique Projections

Perspective Viewing

One, Two and Three Point Perspective

Computer Viewing

Revisiting the Pipeline and Default Camera Placement

The Default Camera Orientation

Explicit Camera Positioning

Positioning the Camera in OpenGL -- The gluLookAt Function

Projections

Perspective

Perspective Projection in OpenGL - the glFrustum Function

Perspective Projection in OpenGL - the gluPerspective Function

Parallel Projection in OpenGL - the gluOrtho Function
glOrtho(left, right, bottom, top, near, far);
		
  • Since we're facing negative z-axis, the actual locations are -near and -far

    Code for Chapter 5