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heethesh

Is there a reason why the negative Z-axis is considered as the depth axis in graphics? I think many computer vision algorithms use the positive Z-axis to represent depth.

ilovecg

Why map z to the range [-1, 1] instead of [0, 1]?

Max

Those are both just conventional - OpenGL assumes depth is [-1,1], D3D assumes [0,1], and both assume depth is the third coordinate (which is positive or negative z depending on your camera transform).

JavaSwing

I'm a bit confused on how these are mapped to a cube. The original frustrum is essentially a 3d trapezoid right? Why would we make that into a cube?

Max

This is the perspective divide - regions further away (towards the larger part of the trapezoid) get scaled down in normalized coordinates compared to closer regions.