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Computer graphics basically follows what math describes (x,y,z) or what is on the screen or blackboard. On the screen, x-axis is left and right; y-axis is up a
by ww520 6y ago
Computer graphics basically follows what math describes (x,y,z) or what is on the screen or blackboard. On the screen, x-axis is left and right; y-axis is up and down. When z-axis was introduced, it just came in and out of the screen. The convention is negative z values goes into the screen and positive z values out of the screen.
- ggambetta 6y agoI break the negative-Z convention in the book. The math and the diagrams feel a lot more natural to me if Z goes into the screen. I suppose negative-Z comes from measuring Z as "distance from the screen to me", but then you have a bunch of weird negative values in the equations.
- randomswede 6y agoLeft-handed vs right-handed coordinate systems. I prefer right-handed, but for some reason most of computer graphics seem to have adopted left-handed. That was the opposite of fun when I was noodling with writing an OpenGL-based rendering engine for a "fly a spaceship around a 3D maze" game, decade and a half ago. As to why I prefer right-handed? The lin-alg textbook I had at uni uses a right-handed coordinate system for what it calls "the perceivable room" (yes, it is "the book with the cow on", for those in the know).