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Editorial Team
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Editorial Team
Asked: May 21, 20262026-05-21T06:46:37+00:00 2026-05-21T06:46:37+00:00

I am trying to design an asic graphics processor. I have done extensive research

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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?

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  1. Editorial Team
    Editorial Team
    2026-05-21T06:46:38+00:00Added an answer on May 21, 2026 at 6:46 am

    Here’s the complete transformation algorithm in pseudocode:

    void project(Vec3d objPos, Matrix4d modelViewMatrix,
        Matrix4d projMatrix, Rect viewport, Vec3d& winCoords)
    {
        Vec4d in(objPos.x, objPos.y, objPos.z, 1.0);
        in = projMatrix * modelViewMatrix * in;
        in /= in.w; // perspective division
        // "in" is now in normalized device coordinates, which are in the range [-1, 1].
    
        // Map coordinates to range [0, 1]
        in.x = in.x / 2 + 0.5;    
        in.y = in.y / 2 + 0.5;    
        in.z = in.z / 2 + 0.5;    
    
        // Map to viewport
        winCoords.x = in.x * viewport.w + viewport.x;    
        winCoords.y = in.y * viewport.h + viewport.y;    
        winCoords.z = in.z;    
    }
    

    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.

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