投影矩阵 opengl

场景:OpenGL Projection Matrix(投影矩阵推导)

OpenGL Projection Matrix(投影矩阵推导) .

OpenGL Projection Matrix

Related Topics: OpenGL Transformation

  • Overview
  • Perspective Projection
  • Orthographic Projection

Overview

A computer monitor is a 2D surface. We need to transform 3D scene into 2D image in order to display it. GL_PROJECTION matrix is for this projection transformation . This matrix is used for converting from the eye coordinates to the clip coordinates. Then, this clip coordinates are also transformed to the normalized device coordinates (NDC) by divided with w component of the clip coordinates.

Therefore, we have to keep in mind that both clipping and NDC transformations are integrated into GL_PROJECTION matrix. The following sections describe how to build the projection matrix from 6 parameters; left , right , bottom , top , near and far boundary values.

Perspective Projection

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Perspective Frustum and Normalized Device Coordinates (NDC)

In perspective projection, a 3D point in a truncated pyramid frustum (eye coordinates) is mapped to a cube (NDC); the x-coordinate from [l, r] to [-1, 1], the y-coordinate from [b, t] to [-1, 1] and the z-coordinate from [n, f] to [-1, 1].

Note that the eye coordinates are defined in right-handed coordinate system, but NDC uses left-handed coordinate system. That is, the camera at the origin is looking along -Z axis in eye space, but it is looking along +Z axis in NDC. Since glFrustum() accepts only positive values of near and far distances, we need to negate them during construction of GL_PROJECTION matrix.

In OpenGL, a 3D point in eye space is projected onto the near plane (projection plane). The following diagrams shows how a point (xe , ye , ze ) in eye space is projected to (xp , yp , zp ) on the near plane.

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Top View of Projection
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Side View of Projection

From the top view of the projection, the x-coordinate of eye space, xe is mapped to xp , which is calculated by using the ratio of similar triangles;
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From the side view of the projection, yp is also calculated in a similar way;
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Note that both xp and yp depend on ze ; they are inversely propotional to -ze . It is an important fact to construct GL_PROJECTION matrix. After an eye coordinates are transformed by multiplying GL_PROJECTION matrix, the clip coordinates are still a homogeneous coordinates . It finally becomes normalized device coordinates (NDC) divided by the w-component of the clip coordinates. (See more details on OpenGL Transformation . )
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Therefore, we can set the w-component of the clip coordinates as -ze . And, the 4th of GL_PROJECTION matrix becomes (0, 0, -1, 0).
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Next, we map xp and yp to xn and yn of NDC with linear relationship; [l, r] ⇒ [-1, 1] and [b, t] ⇒ [-1, 1].

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Mapping from xp to xn

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Mapping from yp to yn

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Then, we substitute xp and yp into the above equations.

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Note that we make both terms of each equation divisible by -ze for perspective division (xc /wc , yc /wc ). And we set wc to -ze earlier, and the terms inside parentheses become xc and yc of clip coordiantes.

From these equations, we can find the 1st and 2nd rows of GL_PROJECTION matrix.
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Now, we only have the 3rd row of GL_PROJECTION matrix to solve. Finding zn is a little different from others because ze in eye space is always projected to -n on the near plane. But we need unique z value for clipping and depth test. Plus, we should be able to unproject (inverse transform) it. Since we know z does not depend on x or y value, we borrow w-component to find the relationship between zn and ze . Therefore, we can specify the 3rd row of GL_PROJECTION matrix like this.
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In eye space, we equals to 1. Therefore, the equation becomes;
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To find the coefficients, A and B , we use (ze , zn ) relation; (-n, -1) and (-f, 1), and put them into the above equation.
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To solve the equations for A and B , rewrite eq.(1) for B;
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Substitute eq.(1') to B in eq.(2), then solve for A;
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Put A into eq.(1) to find B ;
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We found A and B . Therefore, the relation between ze and zn becomes;
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Finally, we found all entries of GL_PROJECTION matrix. The complete projection matrix is;
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OpenGL Perspective Projection Matrix

This projection matrix is for general frustum. If the viewing volume is symmetric, which is 投影矩阵 opengl and 投影矩阵 opengl ,.then it can be simplified as;
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Before we move on, please take a look at the relation between ze and zn , eq.(3) once again. You notice it is a rational function and is non-linear relationship between ze and zn . It means there is very high precision at the near plane, but very little precision at the far plane. If the range [-n, -f] is getting larger, it causes a depth precision problem (z-fighting); a small change of ze around the far plane does not affect on zn value. The distance between n and f should be short as possible to minimize the depth buffer precision problem.

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Comparison of Depth Buffer Precisions

Orthographic Projection

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Orthographic Volume and Normalized Device Coordinates (NDC)

Constructing GL_PROJECTION matrix for orthographic projection is much simpler than perspective mode.

All xe , ye and ze components in eye space are linearly mapped to NDC. We just need to scale a rectangular volume to a cube, then move it to the origin. Let's find out the elements of GL_PROJECTION using linear relationship.

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Mapping from xe to xn

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Mapping from ye to yn

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Mapping from ze to zn

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Since w-component is not necessary for orthographic projection, the 4th row of GL_PROJECTION matrix remains as (0, 0, 0, 1). Therefore, the complete GL_PROJECTION matrix for orthographic projection is;
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OpenGL Orthographic Projection Matrix

It can be further simplified if the viewing volume is symmetrical, 投影矩阵 opengl and 投影矩阵 opengl .
投影矩阵 opengl