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Viewing frustum

In 3D computer graphics, a viewing frustum[1] or view frustum[2] is the region of space in the modeled world that may appear on the screen; it is the field of view of a perspective virtual camera system.[2]

A view frustum
The appearance of an object in a pyramid of vision
When creating a parallel projection, the viewing frustum is shaped like a box as opposed to a pyramid.

The view frustum is typically obtained by taking a geometrical frustum—that is a truncation with parallel planes—of the pyramid of vision, which is the adaptation of (idealized) cone of vision that a camera or eye would have to the rectangular viewports typically used in computer graphics.[3][4] Some authors use pyramid of vision as a synonym for view frustum itself, i.e. consider it truncated.[5]

The exact shape of this region varies depending on what kind of camera lens is being simulated, but typically it is a frustum of a rectangular pyramid (hence the name). The planes that cut the frustum perpendicular to the viewing direction are called the near plane and the far plane. Objects closer to the camera than the near plane or beyond the far plane are not drawn. Sometimes, the far plane is placed infinitely far away from the camera so all objects within the frustum are drawn regardless of their distance from the camera.

Viewing-frustum culling is the process of removing from the rendering process those objects that lie completely outside the viewing frustum.[6] Rendering these objects would be a waste of resources since they are not directly visible. To make culling fast, it is usually done using bounding volumes surrounding the objects rather than the objects themselves.

Definitions edit

VPN
the view-plane normal – a normal to the view plane.
VUV
the view-up vector – the vector on the view plane that indicates the upward direction.
VRP
the viewing reference point – a point located on the view plane, and the origin of the VRC.
PRP
the projection reference point – the point where the image is projected from, for parallel projection, the PRP is at infinity.
VRC
the viewing-reference coordinate system.

The geometry is defined by a field of view angle (in the 'y' direction), as well as an aspect ratio. Further, a set of z-planes define the near and far bounds of the frustum. Together this information can be used to calculate a projection matrix for rendering transformation in a graphics pipeline.

References edit

  1. ^ Kelvin Sung; Peter Shirley; Steven Baer (6 November 2008). Essentials of Interactive Computer Graphics: Concepts and Implementation. CRC Press. p. 390. ISBN 978-1-56881-257-1.
  2. ^ a b "What Is a View Frustum?". Microsoft. 15 August 2012. Retrieved 1 January 2022.
  3. ^ Ranjan Parekh (2013). Principles of Multimedia (2nd ed.). Tata McGraw-Hill Education. p. 413. ISBN 978-1-259-00650-0.
  4. ^ Karen Goulekas (2001). Visual Effects in A Digital World: A Comprehensive Glossary of over 7000 Visual Effects Terms. Morgan Kaufmann. p. 409. ISBN 978-0-08-052071-1.
  5. ^ Isaac V. Kerlow (2004). The Art of 3D: Computer Animation and Effects. John Wiley & Sons. p. 185. ISBN 978-0-471-43036-0.
  6. ^ "View Frustum Culling". lighthouse3d.com. 15 April 2011. Retrieved 11 June 2014.


viewing, frustum, this, article, needs, additional, citations, verification, please, help, improve, this, article, adding, citations, reliable, sources, unsourced, material, challenged, removed, find, sources, news, newspapers, books, scholar, jstor, august, 2. This article needs additional citations for verification Please help improve this article by adding citations to reliable sources Unsourced material may be challenged and removed Find sources Viewing frustum news newspapers books scholar JSTOR August 2014 Learn how and when to remove this message In 3D computer graphics a viewing frustum 1 or view frustum 2 is the region of space in the modeled world that may appear on the screen it is the field of view of a perspective virtual camera system 2 A view frustum The appearance of an object in a pyramid of vision When creating a parallel projection the viewing frustum is shaped like a box as opposed to a pyramid The view frustum is typically obtained by taking a geometrical frustum that is a truncation with parallel planes of the pyramid of vision which is the adaptation of idealized cone of vision that a camera or eye would have to the rectangular viewports typically used in computer graphics 3 4 Some authors use pyramid of vision as a synonym for view frustum itself i e consider it truncated 5 The exact shape of this region varies depending on what kind of camera lens is being simulated but typically it is a frustum of a rectangular pyramid hence the name The planes that cut the frustum perpendicular to the viewing direction are called the near plane and the far plane Objects closer to the camera than the near plane or beyond the far plane are not drawn Sometimes the far plane is placed infinitely far away from the camera so all objects within the frustum are drawn regardless of their distance from the camera Viewing frustum culling is the process of removing from the rendering process those objects that lie completely outside the viewing frustum 6 Rendering these objects would be a waste of resources since they are not directly visible To make culling fast it is usually done using bounding volumes surrounding the objects rather than the objects themselves Definitions editVPN the view plane normal a normal to the view plane VUV the view up vector the vector on the view plane that indicates the upward direction VRP the viewing reference point a point located on the view plane and the origin of the VRC PRP the projection reference point the point where the image is projected from for parallel projection the PRP is at infinity VRC the viewing reference coordinate system The geometry is defined by a field of view angle in the y direction as well as an aspect ratio Further a set of z planes define the near and far bounds of the frustum Together this information can be used to calculate a projection matrix for rendering transformation in a graphics pipeline References edit Kelvin Sung Peter Shirley Steven Baer 6 November 2008 Essentials of Interactive Computer Graphics Concepts and Implementation CRC Press p 390 ISBN 978 1 56881 257 1 a b What Is a View Frustum Microsoft 15 August 2012 Retrieved 1 January 2022 Ranjan Parekh 2013 Principles of Multimedia 2nd ed Tata McGraw Hill Education p 413 ISBN 978 1 259 00650 0 Karen Goulekas 2001 Visual Effects in A Digital World A Comprehensive Glossary of over 7000 Visual Effects Terms Morgan Kaufmann p 409 ISBN 978 0 08 052071 1 Isaac V Kerlow 2004 The Art of 3D Computer Animation and Effects John Wiley amp Sons p 185 ISBN 978 0 471 43036 0 View Frustum Culling lighthouse3d com 15 April 2011 Retrieved 11 June 2014 nbsp This computer graphics related article is a stub You can help Wikipedia by expanding it vte Retrieved from https en wikipedia org w index php title Viewing frustum amp oldid 1176046300, wikipedia, wiki, book, books, library,

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