3D Transforms

NoesisGUI handles 3-D effects the same way as they are handled in a 3-D engine. Rotations, scales and translations can be applied to any XAML element. And a projection matrix is set at the root of the scene to provide the perspective effect.

Element Transforms

In Noesis, 3-D effects can be achieved by using the Transform3D property. Transform3D is used to apply a 3-D transform matrix to a XAML element. This allows to create effects where two-dimensional UI appears to exist in 3-D space relative to the user. Transform3D behaves much like RenderTransform, but allows transforms in three-dimensional space and not just two dimensions.

There are two subclasses of Transform3D that can be used to populate the Transform3D property: CompositeTransform3D and MatrixTransform3D. Both classes represent a group of affine 3-D transforms on an element. They can be used to position individual elements in 3-D space. CompositeTransform3D represents 3-D scale, rotation and translate transforms to be applied while MatrixTransform3D exposes all transformation matrix values. MatrixTransform3D is very convenient to bind transformations to properties of the Model.


Being these properties not part of WPF, NoesisGUI implements them as an extension in 'noesis' namespace.

Here is an example of CompositeTransform3D to achieve a 3-D effect in the UI:


  <StackPanel Orientation="Horizontal">
    <Rectangle Width="300" Height="200" Fill="CornflowerBlue" />
    <Rectangle Width="300" Height="200" Fill="CadetBlue" Margin="10">
        <noesis:CompositeTransform3D RotationY="-30" TranslateZ="-75" CenterX="150" />
    <Rectangle Width="300" Height="200" Fill="OrangeRed">
        <noesis:CompositeTransform3D TranslateZ="-150" />



Transform3D does not affect the order in which elements are drawn. Elements further away from the viewer along the Z-axis might still be rendered above elements that are closer. 'Canvas.ZIndex' attached property and the position of elements in the XAML visual tree can be used to manage the drawing order of elements in your UI.

View Projection

Views by default apply a perspective transform to the root element to provide a common viewport for all the elements. Under this perspective transform, elements further away from the user appear to shrink towards a common vanishing point. This effect preserves coordinates in the Z=0 plane, where UI elements reside by default.

To change this default projection matrix, SetProjectionMatrix is exposed as part of the IView interface. Being 'width' and 'height' the dimensions of the view, the projection matrix converts to a space limited by [-width, +width] in the x-direction and [-height, +height] in y-direction. The limits of the z-direction are 0 for the front plane and 1 for the back plane. To seamlessly inter-mix UI elements with other 3D game objects the same projection matrix must be used for the UI and for the 3-D world.


Common perspective transforms in D3D and OpenGL convert to normalized [-1, +1] coordinates instead. Take this into account when setting the projection matrix in Noesis.

Noesis also offers the possibility of changing the projection matrix at render time. This is useful, for example, when rendering in Virtual Reality. In VR, each eye needs to be rendered with a different perspective.

// Render Scene to Eye Buffers
for (int eye = 0; eye < 2; ++eye)
   // UI Offscreen textures

   // Clear and set up rendertarget
   DIRECTX.SetAndClearRenderTarget(color, depth);
   DIRECTX.SetViewport(eyeX, eyeY, eyeWidth, eyeHeight);

   // Render scene
   roomScene->Render(&prod, 1, 1, 1, 1, true);

   // Render UI

   // Commit rendering to the swap chain


We provide an example using OculusSDK as part of our C++ SDK.

© 2017 Noesis Technologies