In 3D graphics programming, MVP stands for Model-View-Projection matrix. It is a transformation matrix that combines three separate transformations—Model, View, and Projection—into a single matrix to convert 3D coordinates into 2D screen coordinates for rendering.
- Represents the transformation of an object from model space to world space.
- This matrix is used to position, rotate, and scale the model within the world.
- Example transformations include:
- Moving the model to a different position in the scene.
- Rotating the model around its own axes.
- Scaling the model to change its size.
- Represents the transformation from world space to camera (view) space.
- Defines the position and orientation of the camera.
- The view matrix is used to control where the camera is looking from, allowing you to see the scene from different perspectives.
- Represents the transformation from camera space to screen space.
- Defines how the 3D points are projected onto the 2D screen.
- There are two common types of projection:
- Perspective Projection: Mimics how the human eye perceives depth. Objects further away appear smaller.
- Orthographic Projection: Maintains the size of objects regardless of distance, often used for technical drawings.
The MVP matrix is computed by multiplying these three matrices together:
- M: Positions the object in the world.
- V: Positions the camera in the world and orients it.
- P: Projects the 3D world onto a 2D surface (screen).
- Efficiency: Instead of transforming vertices with three separate matrices, you can transform them in a single step using the combined MVP matrix.
- Clarity: Simplifies the transformation pipeline and makes the code cleaner.
- Standardization: The MVP structure is widely used in 3D graphics programming, making it easier to maintain and extend codebases.