Theory of Computation & Computer Graphics β Three-Dimensional Transformation, NEC licence examination syllabus (Nepal Engineering Council).
The multi-stage journey from a 3D world to a flat 2D image on your screen.
1. Modeling transformationPosition objects within the 3D world (translate/rotate/scale each object into place).
2. Viewing transformationConvert world coordinates into "camera/eye" coordinates, based on where the virtual viewer is looking from.
3. ProjectionFlatten the 3D scene down into 2D (covered fully in the next topic).
4. Viewport mappingMap the projected 2D coordinates onto actual screen pixels β same idea as the 2D window-to-viewport mapping, one more time.
The four stages answer four different questions, and naming them in order is a standard short-answer question.
ModelingWhere does each object sit in the world? Each model is built at its own origin, then placed.
ViewingWhere is the camera, and which way is it pointing? Re-expresses the world relative to the viewer.
ProjectionHow does a 3D scene become flat? Parallel or perspective β the next topic.
ViewportWhich pixels? The same window-to-viewport mapping as in 2D.
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