CS3500 Computer Graphics Spring 2006 Home Assignment 6 Projection/Normalizing Matrix Due: March 05, 2009 1. Try "man glFrustum" (or the same under OpenGL on diglib). You will see the expression for the perspective normalizing matrix under the most general situation. Derive that matrix in steps. You may follow the steps similar to those used for the symmetric view frustum in the class. You may also try a new way to derive the matrix. Hint: Try to convert it to a symmetric frustum. 2. Compute the perspective normalizing matrix corresponding to the following symmetric view frustum: (the canonical view volume has the dimensions -1 <= x, y <- +1, 0 <= z <= -1) horizontal field of view: 60 degrees aspect ratio: 4/3 (width / height) near distance: 2 units far distance: 100 units Compute the homogenous coordinates and corresponding cartesian coordinates after the normalizing transform of the following points. Comment on the points if you find them interesting. a) (-1.1, 0.8, -2.0) b) (2.0, 0.5, -2.0) c) (110, -80, -100) d) (0.0, 0.0, -51.0) e) (10.0, 5.0, -10.0)