2009년 6월 12일 금요일

Name of pre-declared geometric space

"current"
The co-ordinate system that all points start out in and the one in which lighting calculations are carried out. Note that the choice if current space may be different on each renderer.

"object"
The local co-ordinate system if the graphics primitives(sphere, plane, patch etc) that we are shading.

"shader"
The co-ordinate system active at the time that the shader was declared(by the Surface, Displacement or Lightsource statement)

"world"
The co-ordinate system active at WorldBegin

"camera"
The co-ordinate system with its origin at the centre of the camera lens, x-axis pointing right, y-axis pointing up and the z-axis pointing into the screen

"screen"
The perspective-corrected coordinate system of the camera's image plane. Co-ordinate (0,0) in "screen" space is looking along the z-axis of "camera" space

"raster"
The 2D projected space of the final output image, with units of pixels. Co-ordinate (0,0) in "screen" space is the upper-left corner of the image with x and y increasing to the right and down respectively

"NDC"
Normalised device coordinates- like raster space but normalised so that both x and y range from 0-1.

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