Computer Graphics II
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1 Computer Graphics II Autumn
2 Outline 1 Transformations
3 Outline Transformations 1 Transformations
4 Orthogonal Projections Suppose we want to project a point x onto a plane given by its unit-length normal, N N n N p x y The point y is the projection of x onto the plane; the point p is some given point on the plane From the vector y p, we have N (y p) = 0
5 Orthogonal Projections Suppose we want to project a point x onto a plane given by its unit-length normal, N N n N p x y The point y is the projection of x onto the plane; the point p is some given point on the plane From the vector y p, we have N (y p) = 0
6 Orthogonal Projections (contd.) Straight away we can see that or x = y + n N y = x n N But what is n? The two components of the vector x p are its component in the plane, y p, and an orthogonal component which we can write as n N x p = (y p) + n N Since y p and N are perpendicular, taking the dot product on both sides with N yields N (x p) = n N N = n
7 Orthogonal Projections (contd.) Then y = x Nn = x N( N (x p)) = x N( N t (x p)) = x N N t (x p) = (I N N t )x + N N t p Notice that this is of the form y = Mx + b, for points y, x, b This is of the form y is a multiple of x plus some constant, b This is what we call an affine transformation Our previous example projecting onto a line was also an affine transformation (See also first answer to this question.)
8 Outline Transformations 1 Transformations
9 Oblique Projections Transformations Given a point x how do we project it obliquely onto a plane given by its unit-length normal, N N p x y D Let D be the direction in which we project points; w.l.o.g. we can assume that D is unit-length D cannot be parallel to plane! D N = N D 0
10 Oblique Projections Transformations Given a point x how do we project it obliquely onto a plane given by its unit-length normal, N N p x y D Let D be the direction in which we project points; w.l.o.g. we can assume that D is unit-length D cannot be parallel to plane! D N = N D 0
11 Oblique Projections (contd.) From previous picture y = x + d D, and so Dotting both sides with N, and y p = (x p) + d D 0 = N (x p) + d N D N (x p) d = N D, N D 0 (x p) D N (x p) y p = (x p) N D D ( D ) N t = I D t N (x p)
12 Oblique Projections (contd.) Finally, ( D ) N t y = I D t N D N t x + D t N p Note: N D = D N = N t D = D t N D N t Since this is of the form y = Mx + b again, we can say that oblique projections are also in the class of affine transformations
13 Oblique Projections (contd.) Finally, ( D ) N t y = I D t N D N t x + D t N p Since this is of the form y = Mx + b again, we can say that oblique projections are also in the class of affine transformations
14 Outline Transformations 1 Transformations
15 Perspective Projections Graphics look much more realistic when drawn in the perspective style In this style points are projected onto a view plane not in parallel (as with orthogonal and oblique) but according to rays that originate at a single point This requires a special type of projection
16 Perspective Projections (contd.) N e p x y D With source, e, direction of projection is not uniform here but depends instead on the vector x e and y = e + t(x e), for some scalar t
17 Perspective Projections (contd.) Then since y p is orthogonal to N and, solving for t we get y p = (e p) + t(x e) 0 = N (e p) + t N (x e) N (e p) t = N (x e) > 0 This makes sense since the vectors (e p) and (x e) have opposite directions w.r.t. N so one will contribute a positive DP and the other negative.
18 Perspective Projections (contd.) So N (e p) y = e (x e) N (x e) N (x e) = e N (x e) N (e p) (x e) N (x e) = (e N t N (e p)i)(x e) N (x e) (The last line is because N (x e) = N t (x e).) This cannot be expressed as an affine transformation due to x appearing in the denominator.
19 Beginnings of a Camera System In the coordinate system of viewing direction D, up vector U, how does a point x = e + d D + u U + r R get projected onto a viewing plane situated at position d min units on the D axis in front of us? The viewing plane will be square to the viewing direction. Straight away we can say that d = D (x e), u = U (x e) and r = R (x e)
20 Beginnings of a Camera System (contd.) We will say that the plane normal N is D, that is, pointing back towards us. Then the closest point p on that plane is the one straight ahead (along the viewing direction) p = e + d min D, e p = d min D for dmin > 0 and Putting this back in to the previous (2 slides ago), we get N (e p) y = e (x e) N (x e) = e D ( d min D) D (x e) (x e) = e + d min d (x e) = e + d D + u U + r R m, m = d/d min
21 Beginnings of a Camera System (contd.) So a world point x described as x = e + d D + u U + r R which is the point (d, u, r) in the D, U, R co-ordinate system (that is centered at e ) is associated with (gets projected to) (d, u, r)/(d/d min ) on the viewing plane situated at d min on the D axis Exercise: check where the point (d, u, r) = (d min, 20, 75) gets projected to Note the scaling factor, d/d min, determines all three components; we have been able to deal with scaling factors from much earlier but the problem here is that the scaling factor is different for every point
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