• DocumentCode
    1245321
  • Title

    How to draw a sphere.2. Coordinate systems

  • Author

    Blinn, James F.

  • Author_Institution
    California Inst. of Technol., Pasadena, CA, USA
  • Volume
    15
  • Issue
    2
  • fYear
    1995
  • fDate
    3/1/1995 12:00:00 AM
  • Firstpage
    70
  • Lastpage
    76
  • Abstract
    For pt. 1 see ibid., 1995. The author continues his discussion about how to render a single arbitrarily transformed sphere. In part 1 he described what the inner loop is going to look like and he listed a whole bunch of vector matrix algebra operations and the geometric constructions they represent. He now starts to derive the inner loop of the rendering algorithm in order to see all the matrix algebra in action. Most of the time, however, will be spent picking the correct coordinate system to make the inner loop fast and accurate. Even if you aren´t going to write special purpose sphere rendering programs, this will clearly illustrate the workings of the homogeneous perspective transform and the geometric interpretations of transformation matrices
  • Keywords
    computational geometry; matrix algebra; rendering (computer graphics); arbitrarily transformed sphere; coordinate systems; geometric constructions; geometric interpretations; homogeneous perspective transform; inner loop; rendering algorithm; sphere rendering programs; transformation matrices; vector matrix algebra operations; Algebra; Cameras; Ellipsoids; Equations; Eyes; Graphics; Matrices; Pipelines; Watches;
  • fLanguage
    English
  • Journal_Title
    Computer Graphics and Applications, IEEE
  • Publisher
    ieee
  • ISSN
    0272-1716
  • Type

    jour

  • DOI
    10.1109/38.365008
  • Filename
    365008