- 2070 Chaitra · 4 marks
3D window to viewport transformation
Short answer
Translate window corner to origin, scale by (sx,sy,sz) where sx=(xvmax-xvmin)/(xwmax-xwmin) etc., then translate to viewport corner. Composite matrix: M = [sx 0 0 xvmin-sx·xwmin; 0 sy 0 yvmin-sy·ywmin; 0 0 sz zvmin-sz·zwmin; 0 0 0 1].
Describe three dimension windows to view port transformation with matrix representation for each step.
The 3D window-to-viewport (normalization) transformation maps a window (a box in viewing coordinates) with limits (xwmin, ywmin, zwmin) to (xwmax, ywmax, zwmax) onto a viewport box with limits (xvmin, yvmin, zvmin) to (xvmax, yvmax, zvmax). A window point (xw, yw, zw) goes to (xv, yv, zv) so that relative position is kept.
It is done in three steps.
Step 1: translate the window corner to the origin
T1 = | 1 0 0 -xwmin |
| 0 1 0 -ywmin |
| 0 0 1 -zwmin |
| 0 0 0 1 |
Step 2: scale the window size to the viewport size
sx = (xvmax − xvmin)/(xwmax − xwmin), sy = (yvmax − yvmin)/(ywmax − ywmin), sz = (zvmax − zvmin)/(zwmax − zwmin)
S = | sx 0 0 0 |
| 0 sy 0 0 |
| 0 0 sz 0 |
| 0 0 0 1 |
Step 3: translate to the viewport position
T2 = | 1 0 0 xvmin |
| 0 1 0 yvmin |
| 0 0 1 zvmin |
| 0 0 0 1 |
Composite: M = T2 · S · T1
M = | sx 0 0 xvmin - sx·xwmin |
| 0 sy 0 yvmin - sy·ywmin |
| 0 0 sz zvmin - sz·zwmin |
| 0 0 0 1 |
Equivalent equations: xv = xvmin + (xw − xwmin)·sx, and similarly for y and z. If sx ≠ sy the picture is distorted; for no distortion keep sx = sy.
✓ Answer checked by Claude Opus 5.5 (high effort)
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