Viewing transformation in the context of "Image plane"

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⭐ Core Definition: Viewing transformation

The computer graphics pipeline, also known as the rendering pipeline, or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen. Once a 3D model is generated, the graphics pipeline converts the model into a visually perceivable format on the computer display. Due to the dependence on specific software, hardware configurations, and desired display attributes, a universally applicable graphics pipeline does not exist. Nevertheless, graphics application programming interfaces (APIs), such as Direct3D, OpenGL and Vulkan were developed to standardize common procedures and oversee the graphics pipeline of a given hardware accelerator. These APIs provide an abstraction layer over the underlying hardware, relieving programmers from the need to write code explicitly targeting various graphics hardware accelerators like AMD, Intel, Nvidia, and others.

The model of the graphics pipeline is usually used in real-time rendering. Often, most of the pipeline steps are implemented in hardware, which allows for special optimizations. The term "pipeline" is used in a similar sense for the pipeline in processors: the individual steps of the pipeline run in parallel as long as any given step has what it needs.

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👉 Viewing transformation in the context of Image plane

In 3D computer graphics, the image plane is that plane in the world which is identified with the plane of the display monitor used to view the image that is being rendered. It is also referred to as screen space. If one makes the analogy of taking a photograph to rendering a 3D image, the surface of the film is the image plane. In this case, the viewing transformation is a projection that maps the world onto the image plane. A rectangular region of this plane, called the viewing window or viewport, maps to the monitor. This establishes the mapping between pixels on the monitor and points (or rather, rays) in the 3D world. The plane is not usually an actual geometric object in a 3D scene, but instead is usually a collection of target coordinates or dimensions that are used during the rasterization process so the final output can be displayed as intended on the physical screen.

In optics, the image plane is the plane that contains the object's projected image, and lies beyond the back focal plane.

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