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We are using OpenGL The goal of perspective projection is to transform three-dimensional object coordinates (X,Y,Z) into two-dimensional screen coordinates (xp, yp). To do this

We are using OpenGL

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The goal of perspective projection is to transform three-dimensional object coordinates (X,Y,Z) into two-dimensional screen coordinates (xp, yp). To do this we typically put the center of projection is at (0,0,0) and the projection plane at Z-d. a) What are the formulas for calculating (xp, yp) in terms of (X,Y,Z) and d? b) Draw a "side view" diagram of perspective projection to illustrate one of these formulas c) Some graphics systems move the center of projection to (0,0,-d) and project the (X,Y,Z) coordinates of all points in the scene onto the plane Z-0. Will this increase or decrease the projected size of objects in the scene? Explain with diagrams or equations. d) The default parallel projection for most graphics systems assumes that the projection d a top view projection onto the Y-d plane instead? The goal of perspective projection is to transform three-dimensional object coordinates (X,Y,Z) into two-dimensional screen coordinates (xp, yp). To do this we typically put the center of projection is at (0,0,0) and the projection plane at Z-d. a) What are the formulas for calculating (xp, yp) in terms of (X,Y,Z) and d? b) Draw a "side view" diagram of perspective projection to illustrate one of these formulas c) Some graphics systems move the center of projection to (0,0,-d) and project the (X,Y,Z) coordinates of all points in the scene onto the plane Z-0. Will this increase or decrease the projected size of objects in the scene? Explain with diagrams or equations. d) The default parallel projection for most graphics systems assumes that the projection d a top view projection onto the Y-d plane instead

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