在同质变换后我是否应该始终对点进行归一化?
我刚刚开始使用 3D 数学/编程,我有一个关于点归一化的问题:
在进行旋转、缩放、相机和透视投影等变换时,我应该始终对点进行归一化,以便 w
为 1在转换之间,还是最好将其保留到我准备好显示它们为止?除了性能之外,还有什么理由不这样做吗?
谢谢,
杰森
I'm just starting out with 3D math/programming and I have a question about point normalization:
When doing transformations such as rotations, scaling, camera and perspective projections should I always normalize points so that w
is 1 between transformations, or is it better to leave it until I'm ready to display them? Is there any reason not to, other than performance?
Thanks,
Jason
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通常,您不会对向量应用一系列线性变换。您应用一个:您想要应用的所有线性变换的组合(包括模型和相机变换),并且您在显示点之前执行此操作。
无论如何,这并不重要,因为无论如何,标准转换都不会影响 w。我的意思是,甚至没有任何舍入误差,w 将始终为 1。
Normally, you don't apply a series of linear transformations to vectors. You apply one: the composition of all the linear transformations you'd like to apply (including model and camera transformations) and you do this right before displaying the point.
It doesn't matter anyway, because none of the standard transformations affect w anyway. I mean, there isn't even any rounding error, w will always be 1.