I am trying to design an asic graphics processor. I have done extensive research on the topic but I am still kind of fuzzy on how to translate and rotate points. I am using orthographic projection to rasterize the transformed points.
I have been using the following lecture regarding the matrix multiplication (homogenous coordinates)
http://www.cs.kent.edu/~zhao/gpu/lectures/Transformation.pdf
Could someone please explain this a little more in depth to me. I am still somewhat shakey on the algorithm. I am passing a camera (x,y,z) and a camera vector (x,y,z) representing the camera angle, along with a point (x,y,z). What should go where within the matrices to transform the point to the new appropriate location?
Here’s the complete transformation algorithm in pseudocode:
Then rasterize using winCoords.x and winCoords.y.
For an explanation of the stages of this algorithm, see question 9.011 from the OpenGL FAQ.