Window to viewport transformation in computer graphics maps a selected portion of the world coordinate system (window) to a specific area on the display device (viewport). This process involves translating and scaling coordinates to ensure the relative positions and proportions of objects are maintained. Clipping and zooming techniques can also be applied to enhance the display of the scene.
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Window to Viewport Transformation Presentation
Window to viewport transformation in computer graphics maps a selected portion of the world coordinate system (window) to a specific area on the display device (viewport). This process involves translating and scaling coordinates to ensure the relative positions and proportions of objects are maintained. Clipping and zooming techniques can also be applied to enhance the display of the scene.
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Window to Viewport
Transformation • Subject: Computer Graphics and Animation
• (Image: Screen with transformation arrows.)
Introduction • In computer graphics, to display a part of a scene on the screen, we use window to viewport transformation.
• The window selects a portion of the world
coordinate system (logical coordinates). • The viewport is the area on the display device (screen) where the window content is mapped. What is a Window? • A window is a rectangular area in the world coordinate system.
• It defines the part of the scene we want to
view. • Coordinates of the window are defined by: • - Lower-left corner • - Upper-right corner What is a Viewport? • A viewport is a rectangular area on the display device (screen).
• It defines where and how the window content
will be displayed on the screen. • Coordinates of the viewport are: • - Lower-left corner • - Upper-right corner Why is Transformation Needed? • The window uses world coordinates, but the screen uses device coordinates (pixels).
• To display the selected window content on the
viewport, coordinates must be transformed.
• This transformation maintains the relative
position and proportions of objects. Transformation Steps • 1. Translate the window coordinates so that the window's lower-left corner moves to the origin. • 2. Scale the translated coordinates to match the size of the viewport. • 3. Translate the scaled coordinates to the viewport's position on the screen. • 4. (Optional) Apply clipping to remove parts outside the window. Mathematical Formula • For a point (Xw, Yw) in window coordinates, the corresponding viewport coordinates (Xv, Yv) are:
• Xv = Xvmin + (Xw - Xwmin) * (Xvmax - Xvmin) /
(Xwmax - Xwmin) • Yv = Yvmin + (Yw - Ywmin) * (Yvmax - Yvmin) / (Ywmax - Ywmin) Clipping and Zooming • Clipping: Parts of objects outside the window are not displayed.
• Zooming: Achieved by changing the window
size while keeping the viewport fixed. • - Smaller window → zoom in (objects appear larger) • - Larger window → zoom out (objects appear smaller) Example with Diagram • Suppose: • Window: (1,1) to (3,3) • Viewport: (0,0) to (6,6) • Point in window: (2,2)
• Calculate viewport point:
• (2,2) maps to (3,3)
• Diagram shows window and viewport
Summary • Window to viewport transformation maps world coordinates to device coordinates.