This is an excerpt from Peter Shirley 's Basics of Computer Graphics . On page 114 (in the third edition he reads:
We would like to be able to change the viewpoint in 3D and look in any direction. There are many conventions for specifying a viewer's position and orientation. We will use the following:eye position eg directionmapping vector tThe position of the eyes is the location that the eye "sees." If you think of graphics as a photographic process, this is the center of the lens. The direction of view is any vector in the direction in which the viewer is looking. A viewing vector is any vector in a plane that bisects the viewer's head into right and left halves and indicates "sky" for a person standing on the ground . These vectors provide us with enough information to create a coordinate system with origin eand uvwbasis .....
We would like to be able to change the viewpoint in 3D and look in any direction. There are many conventions for specifying a viewer's position and orientation. We will use the following:
The position of the eyes is the location that the eye "sees." If you think of graphics as a photographic process, this is the center of the lens. The direction of view is any vector in the direction in which the viewer is looking. A viewing vector is any vector in a plane that bisects the viewer's head into right and left halves and indicates "sky" for a person standing on the ground . These vectors provide us with enough information to create a coordinate system with origin eand uvwbasis .....
e
uvw
A bold offer is what confuses me the most. Unfortunately, the book contains only very simple and rough diagrams and does not give any examples.
Does this sentence mean that all view vectors are simple (0, 1, 0)?
(0, 1, 0)
, ( ).
: : , , . , , - , , "", .
, , , , : /. . , , , .
, , "" . "" : , Y "", Z.
, : , . , POV "" (, ), . , , Super Mario Galaxy...
, . , .
, , (VUP) , , . ; : " , . VUP , ".
VUP
, :
g
g_norm x (0,1,0)
view-right
view-right x g
, .
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