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WINDOWS TO VIEWPORT 
TRANSFORMATION 
Made By:Kaushik Kumar Shiyani 
00721102012
Window -to-viewport 
transformation 
 Window-to-Viewport mapping is the process of 
mapping or transforming a two-dimensional, 
world-coordinate scene to device coordinates. In 
particular, objects inside the world or clipping 
window are mapped to the viewport. The viewport 
is displayed in the interface window on the screen. 
In other words, the clipping window is used to 
select the part of the scene that is to be displayed. 
The viewport then positions the scene on the 
output device.
Example
Development of the Window-To-Viewport 
transformation 
 This transformation involves developing formulas that 
start with a point in the world window, say (xw, yw). 
The formula is used to produce a corresponding point 
in viewport coordinates, say (xv, yv). We would like for 
this mapping to be "proportional" in the sense that if 
xw is 30% of the way from the left edge of the world 
window, then xv is 30% of the way from the left edge 
of the viewport. Similarly, if yw is 30% of the way from 
the bottom edge of the world window, then yv is 30% 
of the way from the bottom edge of the viewport.
Continue…….
 Using this proportionality, the following 
ratios must be equal.
 By solving these equations for the unknown 
viewport position (xv, yv), the following 
becomes true:
 The scale factors (Sx, Sy) would be:
 And the translation factors (Tx, Ty) would 
be:
 The position of the viewport can be changed 
allowing objects to be viewed at different 
positions on the Interface Window. Multiple 
viewports can also be used to display 
different sections of a scene at different 
screen positions. Also, by changing the 
dimensions of the viewport, the size and 
proportions of the objects being displayed 
can be manipulated. Thus, a zooming affect 
can be achieved by successively mapping 
different dimensioned clipping windows on a 
fixed sized viewport. 
 If the aspect ratio of the world window and 
the viewport are different, then the image 
may look distorted.
Windows to viewport transformation

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Windows to viewport transformation

  • 1. WINDOWS TO VIEWPORT TRANSFORMATION Made By:Kaushik Kumar Shiyani 00721102012
  • 2. Window -to-viewport transformation  Window-to-Viewport mapping is the process of mapping or transforming a two-dimensional, world-coordinate scene to device coordinates. In particular, objects inside the world or clipping window are mapped to the viewport. The viewport is displayed in the interface window on the screen. In other words, the clipping window is used to select the part of the scene that is to be displayed. The viewport then positions the scene on the output device.
  • 4. Development of the Window-To-Viewport transformation  This transformation involves developing formulas that start with a point in the world window, say (xw, yw). The formula is used to produce a corresponding point in viewport coordinates, say (xv, yv). We would like for this mapping to be "proportional" in the sense that if xw is 30% of the way from the left edge of the world window, then xv is 30% of the way from the left edge of the viewport. Similarly, if yw is 30% of the way from the bottom edge of the world window, then yv is 30% of the way from the bottom edge of the viewport.
  • 6.  Using this proportionality, the following ratios must be equal.
  • 7.  By solving these equations for the unknown viewport position (xv, yv), the following becomes true:
  • 8.  The scale factors (Sx, Sy) would be:
  • 9.  And the translation factors (Tx, Ty) would be:
  • 10.  The position of the viewport can be changed allowing objects to be viewed at different positions on the Interface Window. Multiple viewports can also be used to display different sections of a scene at different screen positions. Also, by changing the dimensions of the viewport, the size and proportions of the objects being displayed can be manipulated. Thus, a zooming affect can be achieved by successively mapping different dimensioned clipping windows on a fixed sized viewport.  If the aspect ratio of the world window and the viewport are different, then the image may look distorted.