
Clipping Planes, Matrices, World Space and the Right-Hand Rule: 3D Practice
Clipping
Planes
One
is inclined to ask, when working with 3D tools, what are the
boundaries of the third dimension of "Spaceland"? Spaceland, as
it has been called ever since Edwin Abbot explored higher
dimensional existence through two dimensional beings, we usually take
for granted, although a consciousness of three dimensions comes to us
us in computer simulations. We pan, roll, and yawn (terms for camera movement)
and the space moves, so that we can posit that the
extension of our view will necessitate an extension of the
world.
To
the extent that the world responds to our spatial cues when
we navigate (via the interface) the dimensionality
of "3D" is truly 3-dimensional. Still, we look through often, the
screen, a 2D barrier between "virtual" and "actual". This is
called the clipping plane, and it is a literal boundary of
the simulated 3D space (though perhaps also other dimensional spaces).
While
3D animation is a 2D representation or model of
a 3D space, the use of virtual environments gives back the third
dimension to this conflated space,
to the extent that virtual worlds replace "actual" ones.
The clipping plane is a metaphor for the 5th dimension that
is not specifically The
Twighlight Zone,
although as a "cyberspace", it is a culturally constructed
architecture of dimensional variation.
The
clipping plane is like a switch that turns on our cyberspatial
condition, yet it is not necessarily a switch into the "higher"
dimensional. The clipping plane represents, in Manuel de Landa's
sense, an intensification, rather than a continuous progression.
Abruptly, contemporary, screen-based interfaces, humans more metaphorically
merge with machines. Cyborgian convergence, on the other hand,
problematizes our place outside of the boundaries of the (3D) world space,
with literal integrations of machine into human.
The
World Space
The
world space is another metaphor that began in cybernetic simulation
in the 1950s and in the theory of Stanislaw Lem later, and
became less metaphorical as the look and feel of physical spaces
emerged as a paradigm for computer simulation. With Lem's Personetics,
beings are instantiated and enumerated without a graphical
user interface or a seamless verisimilitude, suggesting the
possibilities and role of the invisible in our world. The
visual is material, and has a second sense, that of the invisible.
The
world space in Maya, a 3D environment, contains the collective research
of literal emergent cyberspaces. Realism
in visuals is a default mode of simulacra, although,
simulacra need not be dependent upon verisimilitude. Verisimilitude
however, is not "free" in computer simulation as it may appear (but
only appear) in the world. One must work to texture and light one's
simulation
"realistically". The world space, in its wire-frame
naissance, is a better "model" of simulation, a
"discursive" simulation.
One
must think of the 3D world space as a Star Trek holodeck
after a VR session. The space is exposed mechanically
and, in this state, the physical conditions of simulacra are
exposed
for their virtual and actual capital. Culturally, the quality
of capital in the exposed infrastructure is insufficient for
verisimilitude, but quite sufficient for attempting (only attempting)
an explanation of the world "out there", or of visual appearances.
Matrices
Visual
appearances, as well as their environments, may be described
by the mathematical construct of the matrix. In OpenGL, a graphics
library for interactive games and other simulations, all movement
in 3D spaces is dependent upon a grid that, through a series
of equations that may be solved strictly from the position
of its numbers down and across, a position in Cartesian
space is pinpointed and movement is then possible.
But
what is movement in a 3D interactive space? Movement is constructed
through another matrix, a translation matrix, or a rotation
matrix, or a scaling matrix. Matrices are compounded, or stacked
on each other to make complex movement. One technique is pushing
the current set of coordinates onto the stack; another technique
is popping the matrix off the current stack, a technique that
returns the 3D form (with a cartesian location) to its last
transformation. Or in a cyclical process or in reverse movement,
popping can be used to simulate complex movements.
Pushing
and popping could be seen as analogous to switching mechanisms
in microprocessors, or to binary code. On one layer, binary
code represents, at a low level, numbers filling up
matrices. These numbers then, as if, collectively, they were
a 1 or 0, are then switched on and off, pushed and popped.
Binary code instantiates data, the patterns of 1s and 0s create
numerical relations, and binary transformations are binary procedures
for producing motion.
What
purpose does binary language have in culture as well as in mathematics
and computing? It is fast! The schizophrenic can leap across
great divides of articulation from a "yes" to a "no" in the same
sentence, traveling economically, a great distance. So too,
a reduced set of symbols can provide a framework to build more
complex calculations -- and at speed, for these reduced instructions.
Still, the problematic of the binary opposition in philosophy
could be similarly seen as a problematic in computing. With
fuzzy set technology, ranges of decimal and fractional values
provide
much finer control over decision processes and evaluations
of data. More on this later.
Whether
as transformation or the building blocks of data, binary language
has been used until now for its economy and effectiveness.
This technology, theoretically problematic, is nevertheless,
practical: it works, and materially and non-schematically.
The
Right Hand Rule
The
schematic that all beginning students of 3D use for transformations
in the 3D world space, while rooted in
the fact that humans have bodies with dexterities that arise through the use of
their hands, is an anthropmorphic rule for producing
valence on rotational values.
Valence
on rotational values is positive or negative;
rotation, a particular transformation that is to be effected.
If one curls his or her four fingers of his or her right hand counter- clockwise,
his thumb points up, indicating a positive rotation. Rotated
clockwise, the thumb points down, indicating negative rotation.
With
this rule, human hands are mapped on to human spaces; Manual
dexterity provides an encoding for space and rotation in that
space. Hands are used to swing a bat at a ball sending
the ball back across the space; hands are used to point across
a space, indicating that, over yonder is the desideratum of
the gesture.
So
too is it with the right hand rule: the gesture of rotating
and curled fingers with directional thumbs leaps across spatial
constraints in order to situate agents within spaces, and to
wrap spaces around agents and their gestures. Another gesture
of the hand is its control of the computer mouse as gesture:
pointing and clicking is situated on the "actual" side
of the clipping plane in order to designate relations between
objects and space within the virtual.
The
clipping plane is a barrier, the world space is both a quantitative
and qualitative environment, the matrix is a mechanism for
reducing motion, and our hands may be used to articulate mathematical
concepts. The matrix is, in computer-generated enviroments as
well as culturally-generated environments, a system of control that
agents reproduce with their daily practices. The clipping plane
(in common with hands used to count or determine positivity or negativity for
rotation) is a sign or gesture of cyber-parole.
Were a 21st century Pompeii disaster to occur, The mathematical
matrix would be eliminated-- except
in the gestures of city blocks and in distant reference to
computing, as it may preserve the bodies of those poised at
the computer
interface.