
76 Applied Geometry for Computer Graphics and CAD
4.7. Perspective projection onto the viewplane 5x − 3z + 2 = 0 from the
viewpoint (1, 4, −1).
4.8. Parallel projection onto the viewplane 2y+3z+4 = 0 in the direction
of the vector (1, −2, 3).
4.9. Parallel projection onto the viewplane 7x−8y+5 = 0 in the direction
of the vector (0, 4, 9).
4.10. Let a tetrahedron have vertices A(0, 0, 0), B(1, 0, 0), C(0, 1, 0), and
D(1, 1, 1). Apply each of the projections of Exercises 4.6–4.9 to the
tetrahedron.
4.11. Implement the three-dimensional projection procedure with the fol-
lowing specification. A viewpoint and viewplane are input by the
user, and the computed projection matrix is obtained as output. In
addition, the projected images of a number of input data points are
determined. Computer algebra packages have a procedure for mul-
tiplying matrices; but, if you are writing a computer program, then
you will need to devise your own algorithm to do this.
4.4 The Viewplane Coordinate Mapping
In the previous section three-dimensional projections were applied to give a
planar representation of a view of an object. At this stage of the viewing process
the view of the object is expressed in homogeneous three-dimensional world
coordinates. The next stage is to define a two-dimensional viewplane coordinate
system on the viewplane, and to represent the object view in terms of these
coordinates. The viewing pipeline will be completed by specifying a rectangular
viewplane window which identifies the region of the viewplane to be viewed.
The viewplane window is mapped onto a rectangular device or viewport window
of the display device. Any part of the view lying inside the viewplane window
is mapped to the device window and displayed, but any part of the view lying
outside the rectangle is clipped, and does not appear as part of the displayed
image.
The viewplane (X, Y )-coordinate system is specified in terms of the world
coordinate system by an origin O(q
1
,q
2
,q
3
), and two unit vectors r =(r
1
,r
2
,r
3
)
and s =(s
1
,s
2
,s
3
) which indicate the directions of the X-andY -axes, respec-
tively. Consider a point on the viewplane with homogeneous world coordinates
P
(x, y, z, w), and homogeneous viewplane coordinates P
(X, Y, W ). The aim
is to obtain P
from P
by a mapping of the form P
= P
· VC,whereVC is
a4× 3 matrix. Rather than compute VC directly, the strategy is to determine