I am reading a book about 3D concepts and OpenGL. The book always talks about world space, eye space, and so on.
What exactly is a world inside the computer monitor screen?
What is the world space?
What is eye space? Is it synonymous to projection?
1worldspace, known for most of its existence simply as WorldSpace, is a defunct satellite radio network that in its heyday provided service to over 170,000 subscribers in eastern, southern and northern Africa, the Middle East, and much of Asia with 96% coming from India.
Eyespace is, informally, the space available for a group to make an eye or eyes. In practice, eye space consists of points on the board almost or entirely surrounded by a player.
World space is the position of an object in the overall space of unity. Think about when you add a game object to your scene in unity. That game object will be using world space. If you zero out its position it will be in the center of the scene.
Object space, also called model space in some 3D references, is the coordinate system in which a specific 3D object is defined. Usually, but not always, each object will have its own distinct object space with the origin at the object's center.
World space is the (arbitrarily chosen) frame of reference in which everything within the world is located in absolute coordinates.
Local space is space relative to another local frame of reference, in coordinates relative to the local frame.
For example, the mesh of a model will be constructed in relation to a coordinate system local to the model. When you move around the model in the world, the relative positions to each other of the points making up the model don't change. But they change within the world.
Hence there exists a model-to-world transformation from local to world space.
Eye (or view) space is the world as seen by the viewer, i.e. all the positions of things in the world are no longer in relation to the (arbitrary) world coordinate system, but in relation to the viewer.
View space is somewhat special, because it not arbitrarily chosen. The coordinate (0, 0, 0)
in view space is the position of the viewer and a certain direction (usually parallel to Z
) is the direction of viewing.
So there exists a transformation world-to-view. Now because the viewer is always at the origin of the view space, setting the viewpoint is done by defining the world-to-view transformation.
Since for the purposes of rendering the graphics world space is of little use, you normally coalesce model-to-world and world-to-view transformations into a single model-to-view transformation.
Note that eye (or view) space is not the projection. Projection happens by a separate projection transform that transforms view-to-clip space.
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