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Coordinate Systems in Graphics
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Normalized Device Coordinate System
A 3D space where coordinates are defined between -1 and 1, used after projection transformation to determine what is within the camera's view.
Cartesian Coordinate System
A system that defines points in space with horizontal and vertical values (x, y, z). Used for modelling shapes and performing transformations in 3D graphics.
Screen Coordinate System
Defines a point on the display device using pixel coordinates. Mostly used in raster graphics, for example in rendering 2D images and GUI elements.
Barycentric Coordinate System
Expresses the position of a point within a triangle using three scalar values relative to the triangle's vertices. It is crucial in texture mapping and interpolation over a triangle's surface.
Homogeneous Coordinate System
An extension of the Cartesian system that adds an extra dimension, used for efficiently performing affine transformations, such as translation, scaling, and rotation in computer graphics.
Texture Coordinate System
Uses 2D coordinates (u, v) to map texture data onto a 3D surface. It is essential for texturing 3D models in graphics pipelines.
Polar Coordinate System
Represents points in a plane using a distance from a reference point and an angle from a reference direction. Applied in computer graphics for creating circular patterns and radial symmetry.
World Coordinate System
A reference system to define all objects in a 3D scene with respect to a global space. It's crucial for scene management and consistency of object placement.
View Coordinate System
Defines the orientation and position of the camera or viewer. Used in virtual camera setups to determine what is visible on screen.
Local (Model) Coordinate System
Specifies the positions of vertices relative to a model or object, which then can be transformed into world space. Important for modeling individual objects and defining their geometry.
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