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Right Hand Rule

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As an avid proponent for the left handed coordinate system in 3D graphics, I don’t know what to make of this

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2 Comments

Michael said:

I've never understood the reason for using left handed coordinate systems; as far as I can tell it's just being different for the sake of being different (+Z in and +Z out seem to be roughly equally intuitive...) Why are you such a fan of left-handed systems? As far as I'm aware math and science consistently use right-handed systems, and since graphics derives so much from mathematics why go to the extra trouble to cause confusion? (Especially among those of us with math/science backgrounds...)

Please enlighten me as to your mysterious ways.

Steve said:

Hi Michael,

Well, a number of reasons really.

First, it just seems more intuitive to me - if I assume that I'm at the center of the universe, then on the x-axis numbers increase as they move away to the right; on the y-axis as they go up, and on the z-axis as they move away in front of me and also angles are measured clockwise.

Second, it was the coordinate system in Reality Lab/Direct3D, which I worked on.

Third, it is the default coordinate system in RenderMan.

It's not a big issue though as it's just math in any API and you can use either - as long as consistency is maintained...

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Steve Lacey, software developer at Google, British, married to the lurvely Nabila, dad to the wonderful Julian and Jasmine. Living in Kirkland (near Seattle), WA.


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This page contains a single entry by Steve published on December 20, 2006 11:00 PM.

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