When I learned about handedness in coordinate systems, it was algebraically (AxB=C, BxA=-C), which is interesting but doesn't build much intuition. I enjoy analytic arguments, but ultimately it's the intuitive reasoning that tends to stick with me and inform new insights.
I often had trouble remembering which meant which, staring at my hands trying to remember how "that stuff" went, looking rather silly the while. I recently wanted to recall what OpenGL and D3D respectively do, and came across this discussion on real-time rendering, pointing out that even the pros get mixed up sometimes.
His example gave me, finally, a good piece of intuition about handedness: label your thumb X, index Y, and middle Z.
A right-handed coordinate system is what you have when you imagine your world relative to your desk: X goes east, Y goes north, and Z goes into the sky.
A left-handed coordinate system is what you get when you imagine your world relative to your monitor: X goes right, Y goes up, and Z goes into the monitor.
A perfectly good reason why modellers would prefer their object coordinates to be in a RHS, and programmers might convert it to LHS.
Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts
Tuesday, August 18, 2009
Handedness in coordinate systems
Wednesday, October 31, 2007
Super Intertubes 3.0D Fantasiticon!
Some of the things I'm doing at the company is getting the attention of the nascent 3D-internet/ virtual world blog sphere, which is nice.
The blogger's style is a little odd, since she seems to be grouping a whole lot of topics in one entry. You'll have to scroll down a little to see 3Di's name, or a picture of me.
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