OpenGL Projection Matrix

Related Topics: OpenGL Transformation

Updates: The MathML version is available here.

Overview

A computer monitor is a 2D surface. A 3D scene rendered by OpenGL must be projected onto the computer screen as a 2D image. GL_PROJECTION matrix is used for this projection transformation. First, it transforms all vertex data from the eye coordinates to the clip coordinates. Then, these clip coordinates are also transformed to the normalized device coordinates (NDC) by dividing with w component of the clip coordinates.

OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)
A triangle clipped by frustum

Therefore, we have to keep in mind that both clipping (frustum culling) and NDC transformations are integrated into GL_PROJECTION matrix. The following sections describe how to build the projection matrix from 6 parameters; left, right, bottom, top, near and far boundary values.

Note that the frustum culling (clipping) is performed in the clip coordinates, just before dividing by wc. The clip coordinates, xc, yc and zc are tested by comparing with wc. If any clip coordinate is less than -wc, or greater than wc, then the vertex will be discarded.
OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

Then, OpenGL will reconstruct the edges of the polygon where clipping occurs.

Perspective Projection

OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)
Perspective Frustum and Normalized Device Coordinates (NDC)

In perspective projection, a 3D point in a truncated pyramid frustum (eye coordinates) is mapped to a cube (NDC); the range of x-coordinate from [l, r] to [-1, 1], the y-coordinate from [b, t] to [-1, 1] and the z-coordinate from [-n, -f] to [-1, 1].

Note that the eye coordinates are defined in the right-handed coordinate system, but NDC uses the left-handed coordinate system. That is, the camera at the origin is looking along -Z axis in eye space, but it is looking along +Z axis in NDC. Since glFrustum() accepts only positive values of near and far distances, we need to negate them during the construction of GL_PROJECTION matrix.

In OpenGL, a 3D point in eye space is projected onto the near plane (projection plane). The following diagrams show how a point (xe, ye, ze) in eye space is projected to (xp, yp, zp) on the near plane.

OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)
Top View of Frustum

OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)
Side View of Frustum

From the top view of the frustum, the x-coordinate of eye space, xe is mapped to xp, which is calculated by using the ratio of similar triangles;
OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

From the side view of the frustum, yp is also calculated in a similar way;
OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

Note that both xp and yp depend on ze; they are inversely propotional to -ze. In other words, they are both divided by -ze. It is a very first clue to construct GL_PROJECTION matrix. After the eye coordinates are transformed by multiplying GL_PROJECTION matrix, the clip coordinates are still a homogeneous coordinates. It finally becomes the normalized device coordinates (NDC) by divided by the w-component of the clip coordinates. (See more details on OpenGL Transformation.)
OpenGL Projection Matrix (讲的比较通俗易懂,而且细致) ,    OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

Therefore, we can set the w-component of the clip coordinates as -ze. And, the 4th of GL_PROJECTION matrix becomes (0, 0, -1, 0).
OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

Next, we map xp and yp to xn and yn of NDC with linear relationship; [l, r] ⇒ [-1, 1] and [b, t] ⇒ [-1, 1].

OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)
Mapping from xp to xn

OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

 

OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)
Mapping from yp to yn

OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

 

Then, we substitute xp and yp into the above equations.

OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

Note that we make both terms of each equation divisible by -ze for perspective division (xc/wc, yc/wc). And we set wc to -ze earlier, and the terms inside parentheses become xc and yc of the clip coordiantes.

From these equations, we can find the 1st and 2nd rows of GL_PROJECTION matrix.
OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

Now, we only have the 3rd row of GL_PROJECTION matrix to solve. Finding zn is a little different from others because ze in eye space is always projected to -n on the near plane. But we need unique z value for the clipping and depth test. Plus, we should be able to unproject (inverse transform) it. Since we know z does not depend on x or y value, we borrow w-component to find the relationship between zn and ze. Therefore, we can specify the 3rd row of GL_PROJECTION matrix like this.
OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

In eye space, we equals to 1. Therefore, the equation becomes;
OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

To find the coefficients, A and B, we use the (ze, zn) relation; (-n, -1) and (-f, 1), and put them into the above equation.
OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

To solve the equations for A and B, rewrite eq.(1) for B;
OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

Substitute eq.(1') to B in eq.(2), then solve for A;
OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

Put A into eq.(1) to find B;
OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

We found A and B. Therefore, the relation between ze and zn becomes;
OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

Finally, we found all entries of GL_PROJECTION matrix. The complete projection matrix is;
OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)
OpenGL Perspective Projection Matrix

This projection matrix is for a general frustum. If the viewing volume is symmetric, which is OpenGL Projection Matrix (讲的比较通俗易懂,而且细致) and OpenGL Projection Matrix (讲的比较通俗易懂,而且细致), then it can be simplified as;
OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

Before we move on, please take a look at the relation between ze and zn, eq.(3) once again. You notice it is a rational function and is non-linear relationship between ze and zn. It means there is very high precision at the near plane, but very little precision at the far plane. If the range [-n, -f] is getting larger, it causes a depth precision problem (z-fighting); a small change of ze around the far plane does not affect on zn value. The distance between n and f should be short as possible to minimize the depth buffer precision problem.

OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)
Comparison of Depth Buffer Precisions

Orthographic Projection

OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)
Orthographic Volume and Normalized Device Coordinates (NDC)

Constructing GL_PROJECTION matrix for orthographic projection is much simpler than perspective mode.

All xe, ye and ze components in eye space are linearly mapped to NDC. We just need to scale a rectangular volume to a cube, then move it to the origin. Let's find out the elements of GL_PROJECTION using linear relationship.

 

OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)
Mapping from xe to xn

OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

 

OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)
Mapping from ye to yn

OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

 

OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)
Mapping from ze to zn

OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

 

Since w-component is not necessary for orthographic projection, the 4th row of GL_PROJECTION matrix remains as (0, 0, 0, 1). Therefore, the complete GL_PROJECTION matrix for orthographic projection is;
OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)
OpenGL Orthographic Projection Matrix

It can be further simplified if the viewing volume is symmetrical, OpenGL Projection Matrix (讲的比较通俗易懂,而且细致) and OpenGL Projection Matrix (讲的比较通俗易懂,而且细致).
OpenGL Projection Matrix (讲的比较通俗易懂,而且细致)

相关文章: