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- 2022-09-18 发布于四川
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* The World and Camera Frames When we work with representations, we work with n-tuples or arrays of scalars Changes in frame are then defined by 4 x 4 matrices In OpenGL, the base frame that we start with is the world frame Eventually we represent entities in the camera frame by changing the world representation using the model-view matrix Initially these frames are the same (M=I) * Moving the Camera If objects are on both sides of z=0, we must move camera frame M = * Translation Move (translate, displace) a point to a new location Displacement determined by a vector v Three degrees of
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