Siksha Sarovar

Siksha Sarovar (sikshasarovar.com) is a free educational web application that helps students in India learn programming and prepare for academic and competitive exams. The platform offers structured coding courses (C, C++, Python, Java, HTML, CSS, PHP, Power BI, AI, Machine Learning, Data Science), complete university curriculum notes for BCA/MCA students with previous year question papers, Class 10 and Class 12 CBSE/HBSE school notes, and dedicated preparation material for SSC, UPSC, Banking, Railway and other government exams. Browsing the site is completely free and requires no account. Users may optionally sign in with Google solely to save their learning progress, quiz scores and personal preferences across devices.

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Siksha Sarovar is a free e-learning platform for coding courses, BCA university notes and competitive exam preparation. Optional Google sign-in saves your learning progress across devices.

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Unit IV: Overview - 3D Viewing, Projections, Hidden Surfaces

Lesson 26 of 32 in the free Computer Graphics notes on Siksha Sarovar, written by Rohit Jangra.

From 3D Models to 2D Pictures

Unit IV closes the course: how do we view a 3D scene on a 2D display? We classify projections, derive their matrices, and remove hidden surfaces so only visible polygons are drawn.

Why Projections Matter

A pinhole camera is the world's simplest perspective projection. Architecture and engineering, however, often want parallel projection so that measurements remain proportional regardless of depth. The choice depends on the audience:

  • Cinema, games, AR/VR: perspective for realism.
  • Engineering blueprints: orthographic so depth does not distort dimensions.

Why Hidden Surface Removal Matters

With no HSR, far surfaces would overwrite near ones (or vice versa) and the scene would look chaotic. Z-buffer is universal in modern GPUs because it is simple, parallel-friendly, and handles arbitrary geometry. Painter's algorithm is conceptually simpler but breaks on intersecting polygons.

Pipeline Position

Modeling -> View -> Projection -> Clipping -> Perspective Divide -> Viewport -> Rasterize -> Depth test (z-buffer) -> Fragment shading -> Framebuffer.

Goals

  • Compare parallel vs perspective projections.
  • Distinguish orthographic, axonometric (iso/di/trimetric), and oblique (cavalier, cabinet).
  • Identify 1-, 2-, 3-point perspective by vanishing points.
  • Implement z-buffer and painter's algorithm and explain failure modes.