3-Dimensional Viewing
|
|
- Rosaline Baldwin
- 6 years ago
- Views:
Transcription
1 CHAPTER 6 3-Dimensional Vieing Vieing and projection Objects in orld coordinates are projected on to the vie plane, hich is defined perpendicular to the vieing direction along the v -ais. The to main tpes of projection in Computer Graphics are: parallel projection perspective projection 2 CG - Chapter - 6
2 Projection illustrations Parallel projection All projection lines are crossing the vie plane in parallel; preserve relative proportions Perspective projection Projection lines are crossing the vie plane and converge in a projection reference point (PRP) 3 Overvie of projections 4 CG - Chapter - 6 2
3 Parallel projection To tpes of Parallel projection are: Orthographic (aonometric,isometric) most common projection perpendicular to vie plane Oblique (cabinet and cavalier) projection not perpendicular to vie plane less common 5 Orthographic projection Assume vie plane at vp (perpendicular to the v -ais) and ( v, v, v ) an arbitrar point in VC Then p = v p = v p = vp ( v is kept for depth purposes onl) 6 CG - Chapter - 6 3
4 Oblique projection When the projection path is not perpendicular to the vie plane. A vector direction is defining the projection lines can improve the vie of an object 7 Oblique projection (cont...) An oblique parallel projection is often specified ith to angles, (-9 ) och (-36 ), as shon belo 8 CG - Chapter - 6 4
5 Oblique formula (from fig.) Assume (,,) an point in VC (cp. v, v, v ) cos =( p -)/L => p =+L. cos sin =( p -)/L => p =+L. sin tan =( vp -)/L, thus L=( vp -)/tan = =L ( vp -), here L =cot Hence, p = + L ( vp - ). cos p = + L ( vp - ). sin Observe: if orthographic projection, then L = 9 When Cavalier and Cabinet tan = then the projection is called Cavalier ( = 45 ) tan = 2 then the projection is called Cabinet ( 63 ) usuall takes the value 3 or 45 CG - Chapter - 6 5
6 Cavalier - an eample Perspective projection 2 CG - Chapter - 6 6
7 A general approach p prp vp prp prp vp prp p prp vp prp prp vp prp 3 Special cases Various restrictions are often used, such as: PRP on the v -ais => prp = prp = PRP in the VC origin => prp = prp = prp = vie plane in the v v -plane => vp = vie plane in the v v -plane and PRP on the v -ais => prp = prp = vp = 4 CG - Chapter - 6 7
8 Special case: PRP on the v -ais Similarit properties give: p prp vp prp > p d p prp p prp vp prp > p d p prp 5 Windo and clipping in 3D 6 CG - Chapter - 6 8
9 Windo in 3D => Vie Volume A rectangular indo on the vie plane corresponds to a vie volume of tpe: infinite parallelepiped (parallel projection) half-infinite pramid ith ape at PRP (perspective projection) 7 Vie volumes 8 CG - Chapter - 6 9
10 Finite vie volumes To get a finite volume (one or) to etra v - boundar planes, parallel to the vie plane, are added: the front (near) plane and the back (far) plane resulting in: a rectangular parallelepiped (parallel projection) a pramidal frustum (perspective projection) 9 Finite vie volumes 2 CG - Chapter - 6
11 Camera properties The to ne planes are mainl used as far and near clipping planes to eliminate objects close to and far from PRP (camera) Other camera similarities: PRP close to the vie plane => ide angle lens PRP far from the vie plane => tele photo lens Matri representations for both parallel and perspective projections are possible 2 3D Clipping A 3D algorithm for clipping identifies and saves those surface parts that are ithin the vie volume Etended 2D algorithms are ell suited also in 3D; instead of clipping against straight boundar edges, clipping in 3D is against boundar planes, i.e. testing lines/surfaces against plane equations 22 CG - Chapter - 6
12 Clipping planes Testing a point against the front and back clipping planes are eas; onl the -coordinate has to be checked Testing against the other vie volume sides are more comple hen perspective projection (pramid), but still eas hen parallel projection, since the clipping sides are then parallel to the - and -aes 23 Clipping hen perspective projection Before clipping, convert the vie volume, a pramidal frustum, to a rectangular parallelepiped (see net figure) Clipping can then be performed as in the case of parallel projection, hich means much less processing From no on, all vie volumes are assumed to be rectangular parallelepipeds (either including the special transformation or not) 24 CG - Chapter - 6 2
13 The perspective transformation The perspective transformation ill transform the object A to A so that the parallel projection of A ill be identical to the perspective projection of A 25 Normalied coordinates A possible (and usual!) further transformation is to a unit cube; a normalied coordinate sstem (NC) is then introduced, ith either,, or -,, Since screen coordinates are often specified in a left-handed reference sstem, also normalied coordinates are often specified in a left-handed sstem, hich means, for instance, vieing in the positive -direction 26 CG - Chapter - 6 3
14 Left-handed screen coordinates 27 Parallel projection vie volume to normalied vie volume 28 CG - Chapter - 6 4
15 Perspective projection vie volume to normalied vie volume 29 Advantages ith the parallelepiped / unit cube all vie volumes have a standard shape and corresponds to common output devices simplified and standardied clipping depth determinations are simplified hen it comes to Visible Surface Detection 3 CG - Chapter - 6 5
16 CG - Chapter D Transformations Same idea as 2D transformations Homogeneous coordinates: (,,,) 44 transformation matrices p o n m l k j i h g f e d c b a 3 Basic 3D Transformations t t t s s s Identit Scale Translation Mirror about Y/Z plane 32
17 CG - Chapter Basic 3D Transformations cos sin sin cos Rotate around Z ais: cos sin sin cos Rotate around Y ais: cos sin sin cos Rotate around X ais: 33 Summar Coordinate sstems World vs. modeling coordinates 2-D and 3-D transformations Trigonometr and geometr Matri representations Linear vs. affine transformations Matri operations Matri composition 34
Chap 7, 2009 Spring Yeong Gil Shin
Three-Dimensional i Viewingi Chap 7, 29 Spring Yeong Gil Shin Viewing i Pipeline H d fi i d? How to define a window? How to project onto the window? Rendering "Create a picture (in a snthetic camera) Specification
More informationGeometric Model of Camera
Geometric Model of Camera Dr. Gerhard Roth COMP 42A Winter 25 Version 2 Similar Triangles 2 Geometric Model of Camera Perspective projection P(X,Y,Z) p(,) f X Z f Y Z 3 Parallel lines aren t 4 Figure b
More informationTransforms II. Overview. Homogeneous Coordinates 3-D Transforms Viewing Projections. Homogeneous Coordinates. x y z w
Transforms II Overvie Homogeneous Coordinates 3- Transforms Vieing Projections 2 Homogeneous Coordinates Allos translations to be included into matri transform. Allos us to distinguish beteen a vector
More informationThree-Dimensional Viewing Hearn & Baker Chapter 7
Three-Dimensional Viewing Hearn & Baker Chapter 7 Overview 3D viewing involves some tasks that are not present in 2D viewing: Projection, Visibility checks, Lighting effects, etc. Overview First, set up
More informationLecture 4: Viewing. Topics:
Lecture 4: Viewing Topics: 1. Classical viewing 2. Positioning the camera 3. Perspective and orthogonal projections 4. Perspective and orthogonal projections in OpenGL 5. Perspective and orthogonal projection
More informationChap 7, 2008 Spring Yeong Gil Shin
Three-Dimensional i Viewingi Chap 7, 28 Spring Yeong Gil Shin Viewing i Pipeline H d fi i d? How to define a window? How to project onto the window? Rendering "Create a picture (in a synthetic camera)
More information5.8.3 Oblique Projections
278 Chapter 5 Viewing y (, y, ) ( p, y p, p ) Figure 537 Oblique projection P = 2 left right 0 0 left+right left right 0 2 top bottom 0 top+bottom top bottom far+near far near 0 0 far near 2 0 0 0 1 Because
More informationSo we have been talking about 3D viewing, the transformations pertaining to 3D viewing. Today we will continue on it. (Refer Slide Time: 1:15)
Introduction to Computer Graphics Dr. Prem Kalra Department of Computer Science and Engineering Indian Institute of Technology, Delhi Lecture - 8 3D Viewing So we have been talking about 3D viewing, the
More informationCSE328 Fundamentals of Computer Graphics: Theory, Algorithms, and Applications
CSE328 Fundamentals of Computer Graphics: Theor, Algorithms, and Applications Hong in State Universit of New York at Ston Brook (Ston Brook Universit) Ston Brook, New York 794-44 Tel: (63)632-845; Fa:
More informationp =(x,y,d) y (0,0) d z Projection plane, z=d
Projections ffl Mapping from d dimensional space to d 1 dimensional subspace ffl Range of an projection P : R! R called a projection plane ffl P maps lines to points ffl The image of an point p under P
More informationChapter 8 Three-Dimensional Viewing Operations
Projections Chapter 8 Three-Dimensional Viewing Operations Figure 8.1 Classification of planar geometric projections Figure 8.2 Planar projection Figure 8.3 Parallel-oblique projection Figure 8.4 Orthographic
More informationIntroduction to Computer Graphics 4. Viewing in 3D
Introduction to Computer Graphics 4. Viewing in 3D National Chiao Tung Univ, Taiwan By: I-Chen Lin, Assistant Professor Textbook: E.Angel, Interactive Computer Graphics, 5 th Ed., Addison Wesley Ref: Hearn
More informationTwo Dimensional Viewing
Two Dimensional Viewing Dr. S.M. Malaek Assistant: M. Younesi Two Dimensional Viewing Basic Interactive Programming Basic Interactive Programming User controls contents, structure, and appearance of objects
More informationGLOBAL EDITION. Interactive Computer Graphics. A Top-Down Approach with WebGL SEVENTH EDITION. Edward Angel Dave Shreiner
GLOBAL EDITION Interactive Computer Graphics A Top-Down Approach with WebGL SEVENTH EDITION Edward Angel Dave Shreiner This page is intentionall left blank. 4.10 Concatenation of Transformations 219 in
More informationMotivation. What we ve seen so far. Demo (Projection Tutorial) Outline. Projections. Foundations of Computer Graphics
Foundations of Computer Graphics Online Lecture 5: Viewing Orthographic Projection Ravi Ramamoorthi Motivation We have seen transforms (between coord sstems) But all that is in 3D We still need to make
More informationComputer Graphics. Jeng-Sheng Yeh 葉正聖 Ming Chuan University (modified from Bing-Yu Chen s slides)
Computer Graphics Jeng-Sheng Yeh 葉正聖 Ming Chuan Universit (modified from Bing-Yu Chen s slides) Viewing in 3D 3D Viewing Process Specification of an Arbitrar 3D View Orthographic Parallel Projection Perspective
More informationImage Warping. Some slides from Steve Seitz
Image Warping http://www.jeffre-martin.com Some slides from Steve Seitz 5-463: Computational Photograph Aleei Efros, CMU, Spring 2 Image Transformations image filtering: change range of image g() = T(f())
More informationModeling Transformations
Modeling Transformations Michael Kazhdan (601.457/657) HB Ch. 5 FvDFH Ch. 5 Overview Ra-Tracing so far Modeling transformations Ra Tracing Image RaTrace(Camera camera, Scene scene, int width, int heigh,
More informationViewing in 3D (Chapt. 6 in FVD, Chapt. 12 in Hearn & Baker)
Viewing in 3D (Chapt. 6 in FVD, Chapt. 2 in Hearn & Baker) Viewing in 3D s. 2D 2D 2D world Camera world 2D 3D Transformation Pipe-Line Modeling transformation world Bod Sstem Viewing transformation Front-
More informationComputer Graphics. Geometric Transformations
Contents coordinate sstems scalar values, points, vectors, matrices right-handed and left-handed coordinate sstems mathematical foundations transformations mathematical descriptions of geometric changes,
More informationComputer Graphics. Geometric Transformations
Computer Graphics Geometric Transformations Contents coordinate sstems scalar values, points, vectors, matrices right-handed and left-handed coordinate sstems mathematical foundations transformations mathematical
More informationImage Warping. Some slides from Steve Seitz
Image Warping http://www.jeffre-martin.com Some slides from Steve Seitz 5-463: Computational Photograph Aleei Efros, CMU, Fall 26 Image Warping image filtering: change range of image g() T(f()) f T f image
More informationTo Do. Demo (Projection Tutorial) Motivation. What we ve seen so far. Outline. Foundations of Computer Graphics (Fall 2012) CS 184, Lecture 5: Viewing
Foundations of Computer Graphics (Fall 0) CS 84, Lecture 5: Viewing http://inst.eecs.berkele.edu/~cs84 To Do Questions/concerns about assignment? Remember it is due Sep. Ask me or TAs re problems Motivation
More informationCSE528 Computer Graphics: Theory, Algorithms, and Applications
CSE528 Computer Graphics: Theor, Algorithms, and Applications Hong Qin State Universit of New York at Ston Brook (Ston Brook Universit) Ston Brook, New York 794--44 Tel: (63)632-845; Fa: (63)632-8334 qin@cs.sunsb.edu
More informationComputer Graphics. Bing-Yu Chen National Taiwan University The University of Tokyo
Computer Graphics Bing-Yu Chen National Taiwan Universit The Universit of Toko Viewing in 3D 3D Viewing Process Classical Viewing and Projections 3D Snthetic Camera Model Parallel Projection Perspective
More informationTransformations. Examples of transformations: shear. scaling
Transformations Eamples of transformations: translation rotation scaling shear Transformations More eamples: reflection with respect to the y-ais reflection with respect to the origin Transformations Linear
More informationDetermining the 2d transformation that brings one image into alignment (registers it) with another. And
Last two lectures: Representing an image as a weighted combination of other images. Toda: A different kind of coordinate sstem change. Solving the biggest problem in using eigenfaces? Toda Recognition
More information3D Viewing and Projec5on. Taking Pictures with a Real Camera. Steps: Graphics does the same thing for rendering an image for 3D geometric objects
3D Vieing and Projec5on Taking Pictures ith a Real Camera Steps: Iden5 interes5ng objects Rotate and translate the camera to desired viepoint Adjust camera seings such as ocal length Choose desired resolu5on
More informationInteractive Computer Graphics. Warping and morphing. Warping and Morphing. Warping and Morphing. Lecture 14+15: Warping and Morphing. What is.
Interactive Computer Graphics Warping and morphing Lecture 14+15: Warping and Morphing Lecture 14: Warping and Morphing: Slide 1 Lecture 14: Warping and Morphing: Slide 2 Warping and Morphing What is Warping
More informationCS 351: Perspective Viewing
CS 351: Perspective Viewing Instructor: Joel Castellanos e-mail: joel@unm.edu Web: http://cs.unm.edu/~joel/ 2/16/2017 Perspective Projection 2 1 Frustum In computer graphics, the viewing frustum is the
More informationCS 4731/543: Computer Graphics Lecture 5 (Part I): Projection. Emmanuel Agu
CS 4731/543: Computer Graphics Lecture 5 (Part I): Projection Emmanuel Agu 3D Viewing and View Volume Recall: 3D viewing set up Projection Transformation View volume can have different shapes (different
More informationTo Do. Motivation. Demo (Projection Tutorial) What we ve seen so far. Computer Graphics. Summary: The Whole Viewing Pipeline
Computer Graphics CSE 67 [Win 9], Lecture 5: Viewing Ravi Ramamoorthi http://viscomp.ucsd.edu/classes/cse67/wi9 To Do Questions/concerns about assignment? Remember it is due tomorrow! (Jan 6). Ask me or
More informationModeling Transformations
Transformations Transformations Specif transformations for objects o Allos definitions of objects in on coordinate sstems o Allos use of object definition multiple times in a scene Adam Finkelstein Princeton
More informationModeling Transformations
Modeling Transformations Michael Kazhdan (601.457/657) HB Ch. 5 FvDFH Ch. 5 Announcement Assignment 2 has been posted: Due: 10/24 ASAP: Download the code and make sure it compiles» On windows: just build
More informationCOMP Computer Graphics and Image Processing. a6: Projections. In part 2 of our study of Viewing, we ll look at. COMP27112 Toby Howard
Computer Graphics and Image Processing a6: Projections Tob.Howard@manchester.ac.uk Introduction In part 2 of our stud of Viewing, we ll look at The theor of geometrical planar projections Classes of projections
More informationImage Warping : Computational Photography Alexei Efros, CMU, Fall Some slides from Steve Seitz
Image Warping http://www.jeffre-martin.com Some slides from Steve Seitz 5-463: Computational Photograph Aleei Efros, CMU, Fall 2 Image Transformations image filtering: change range of image g() T(f())
More information3D Geometry and Camera Calibration
3D Geometr and Camera Calibration 3D Coordinate Sstems Right-handed vs. left-handed 2D Coordinate Sstems ais up vs. ais down Origin at center vs. corner Will often write (u, v) for image coordinates v
More informationCS Computer Graphics: Transformations & The Synthetic Camera
CS 543 - Computer Graphics: Transformations The Snthetic Camera b Robert W. Lindeman gogo@wpi.edu (with help from Emmanuel Agu ;-) Introduction to Transformations A transformation changes an objects Size
More informationProjections. Let us start with projections in 2D, because there are easier to visualize.
Projetions Let us start ith projetions in D, beause there are easier to visualie. Projetion parallel to the -ais: Ever point in the -plane ith oordinates (, ) ill be transformed into the point ith oordinates
More informationWhat and Why Transformations?
2D transformations What and Wh Transformations? What? : The geometrical changes of an object from a current state to modified state. Changing an object s position (translation), orientation (rotation)
More informationImage Warping CSE399b, Spring 07 Computer Vision
Image Warping CSE399b, Spring 7 Computer Vision http://maps.a9.com http://www.cs.ubc.ca/~mbrown/autostitch/autostitch.html http://www.cs.ubc.ca/~mbrown/autostitch/autostitch.html Autostiching on A9.com
More informationModeling Transformations
Modeling Transformations Thomas Funkhouser Princeton Universit CS 426, Fall 2 Modeling Transformations Specif transformations for objects Allos definitions of objects in on coordinate sstems Allos use
More informationUses of Transformations. 2D transformations Homogeneous coordinates. Transformations. Transformations. Transformations. Transformations and matrices
Uses of Transformations 2D transformations Homogeneous coordinates odeling: position and resie parts of a comple model; Viewing: define and position the virtual camera Animation: define how objects move/change
More informationWhat does OpenGL do?
Theor behind Geometrical Transform What does OpenGL do? So the user specifies a lot of information Ee Center Up Near, far, UP EE Left, right top, bottom, etc. f b CENTER left right top bottom What does
More informationSE Mock Online Retest 2-CG * Required
SE Mock Online Retest 2-CG * Required 1. Email address * 2. Name Of Student * 3. Roll No * 4. Password * Untitled Section 5. 10. A transformation that slants the shape of objects is called the? shear transformation
More informationImage Warping (Szeliski Sec 2.1.2)
Image Warping (Szeliski Sec 2..2) http://www.jeffre-martin.com CS94: Image Manipulation & Computational Photograph Aleei Efros, UC Berkele, Fall 7 Some slides from Steve Seitz Image Transformations image
More informationEditing and Transformation
Lecture 5 Editing and Transformation Modeling Model can be produced b the combination of entities that have been edited. D: circle, arc, line, ellipse 3D: primitive bodies, etrusion and revolved of a profile
More informationMust first specify the type of projection desired. When use parallel projections? For technical drawings, etc. Specify the viewing parameters
walters@buffalo.edu CSE 480/580 Lecture 4 Slide 3-D Viewing Continued Eamples of 3-D Viewing Must first specif the tpe of projection desired When use parallel projections? For technical drawings, etc.
More informationProjections. Brian Curless CSE 457 Spring Reading. Shrinking the pinhole. The pinhole camera. Required:
Reading Required: Projections Brian Curless CSE 457 Spring 2013 Angel, 5.1-5.6 Further reading: Fole, et al, Chapter 5.6 and Chapter 6 David F. Rogers and J. Alan Adams, Mathematical Elements for Computer
More informationEvening s Goals. Mathematical Transformations. Discuss the mathematical transformations that are utilized for computer graphics
Evening s Goals Discuss the mathematical transformations that are utilized for computer graphics projection viewing modeling Describe aspect ratio and its importance Provide a motivation for homogenous
More informationRealtime 3D Computer Graphics & Virtual Reality. Viewing
Realtime 3D Computer Graphics & Virtual Realit Viewing Transformation Pol. Per Verte Pipeline CPU DL Piel Teture Raster Frag FB v e r t e object ee clip normalied device Modelview Matri Projection Matri
More informationScene Graphs & Modeling Transformations COS 426
Scene Graphs & Modeling Transformations COS 426 3D Object Representations Points Range image Point cloud Surfaces Polgonal mesh Subdivision Parametric Implicit Solids Voels BSP tree CSG Sweep High-level
More informationViewing and Projection
Viewing and Projection Sheelagh Carpendale Camera metaphor. choose camera position 2. set up and organie objects 3. choose a lens 4. take the picture View Volumes what gets into the scene perspective view
More informationImage Warping. Computational Photography Derek Hoiem, University of Illinois 09/28/17. Photo by Sean Carroll
Image Warping 9/28/7 Man slides from Alosha Efros + Steve Seitz Computational Photograph Derek Hoiem, Universit of Illinois Photo b Sean Carroll Reminder: Proj 2 due monda Much more difficult than project
More informationThe 3-D Graphics Rendering Pipeline
The 3-D Graphics Rendering Pipeline Modeling Trival Rejection Illumination Viewing Clipping Projection Almost ever discussion of 3-D graphics begins here Seldom are an two versions drawn the same wa Seldom
More informationViewing. Reading: Angel Ch.5
Viewing Reading: Angel Ch.5 What is Viewing? Viewing transform projects the 3D model to a 2D image plane 3D Objects (world frame) Model-view (camera frame) View transform (projection frame) 2D image View
More informationComputer Graphics Chapter 7 Three-Dimensional Viewing Viewing
Computer Graphics Chapter 7 Three-Dimensional Viewing Outline Overview of Three-Dimensional Viewing Concepts The Three-Dimensional Viewing Pipeline Three-Dimensional Viewing-Coorinate Parameters Transformation
More informationReteaching Golden Ratio
Name Date Class Golden Ratio INV 11 You have investigated fractals. Now ou will investigate the golden ratio. The Golden Ratio in Line Segments The golden ratio is the irrational number 1 5. c On the line
More information3D Viewing. CMPT 361 Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller
3D Viewing CMPT 361 Introduction to Computer Graphics Torsten Möller Reading Chapter 4 of Angel Chapter 6 of Foley, van Dam, 2 Objectives What kind of camera we use? (pinhole) What projections make sense
More informationCS770/870 Spring 2017 Transformations
CS770/870 Spring 2017 Transformations Coordinate sstems 2D Transformations Homogeneous coordinates Matrices, vectors, points Coordinate Sstems Coordinate sstems used in graphics Screen coordinates: the
More informationImage warping. image filtering: change range of image. image warping: change domain of image g(x) = f(h(x)) h(y)=0.5y+0.5. h([x,y])=[x,y/2] f h
Image warping Image warping image filtering: change range of image g() () = h(f()) h(f()) f h g h()=0.5+0.5 image warping: change domain of image g() = f(h()) f h g h([,])=[,/2] Parametric (global) warping
More information3D Viewing. Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller
3D Viewing Introduction to Computer Graphics Torsten Möller Machiraju/Zhang/Möller Reading Chapter 4 of Angel Chapter 13 of Hughes, van Dam, Chapter 7 of Shirley+Marschner Machiraju/Zhang/Möller 2 Objectives
More informationPerspective Projection Transformation
Perspective Projection Transformation Where does a point of a scene appear in an image?? p p Transformation in 3 steps:. scene coordinates => camera coordinates. projection of camera coordinates into image
More informationComputer Graphics. P04 Transformations. Aleksandra Pizurica Ghent University
Computer Graphics P4 Transformations Aleksandra Pizurica Ghent Universit Telecommunications and Information Processing Image Processing and Interpretation Group Transformations in computer graphics Goal:
More informationMAN-522: COMPUTER VISION SET-2 Projections and Camera Calibration
MAN-522: COMPUTER VISION SET-2 Projections and Camera Calibration Image formation How are objects in the world captured in an image? Phsical parameters of image formation Geometric Tpe of projection Camera
More informationLast Time. Correct Transparent Shadow. Does Ray Tracing Simulate Physics? Does Ray Tracing Simulate Physics? Refraction and the Lifeguard Problem
Graphics Pipeline: Projective Last Time Shadows cast ra to light stop after first intersection Reflection & Refraction compute direction of recursive ra Recursive Ra Tracing maimum number of bounces OR
More informationCS 428: Fall Introduction to. Viewing and projective transformations. Andrew Nealen, Rutgers, /23/2009 1
CS 428: Fall 29 Introduction to Computer Graphics Viewing and projective transformations Andrew Nealen, Rutgers, 29 9/23/29 Modeling and viewing transformations Canonical viewing volume Viewport transformation
More informationViewing/Projection IV. Week 4, Fri Jan 29
Universit of British Columbia CPSC 314 Computer Graphics Jan-Apr 2010 Tamara Munner Viewing/Projection IV Week 4, Fri Jan 29 http://www.ugrad.cs.ubc.ca/~cs314/vjan2010 News etra TA office hours in lab
More informationModeling Transformations Revisited
Modeling Transformations Revisited Basic 3D Transformations Translation Scale Shear Rotation 3D Transformations Same idea as 2D transformations o Homogeneous coordinates: (,,z,w) o 44 transformation matrices
More informationViewing. Cliff Lindsay, Ph.D. WPI
Viewing Cliff Lindsa, Ph.D. WPI Building Virtual Camera Pipeline l Used To View Virtual Scene l First Half of Rendering Pipeline Related To Camera l Takes Geometr From ApplicaHon To RasteriaHon Stages
More information[ ] [ ] Orthogonal Transformation of Cartesian Coordinates in 2D & 3D. φ = cos 1 1/ φ = tan 1 [ 2 /1]
Orthogonal Transformation of Cartesian Coordinates in 2D & 3D A vector is specified b its coordinates, so it is defined relative to a reference frame. The same vector will have different coordinates in
More informationLast Lecture. Edge Detection. Filtering Pyramid
Last Lecture Edge Detection Filtering Pramid Toda Motion Deblur Image Transformation Removing Camera Shake from a Single Photograph Rob Fergus, Barun Singh, Aaron Hertzmann, Sam T. Roweis and William T.
More informationToday s class. Geometric objects and transformations. Informationsteknologi. Wednesday, November 7, 2007 Computer Graphics - Class 5 1
Toda s class Geometric objects and transformations Wednesda, November 7, 27 Computer Graphics - Class 5 Vector operations Review of vector operations needed for working in computer graphics adding two
More informationViewing/Projections III. Week 4, Wed Jan 31
Universit of British Columbia CPSC 34 Computer Graphics Jan-Apr 27 Tamara Munner Viewing/Projections III Week 4, Wed Jan 3 http://www.ugrad.cs.ubc.ca/~cs34/vjan27 News etra TA coverage in lab to answer
More informationMidterm Review. Wen-Chieh (Steve) Lin Department of Computer Science
Midterm Review Wen-Chieh (Steve) Lin Department of Computer Science Administration Assignment due on /3 :59 PM Midterm eam on /6 (Monda) Lecture slides Chapter 3 ecluding 3.6 & 3.8 Chapter 6, 7, 8 Chapter
More informationCS F-07 Objects in 2D 1
CS420-2010F-07 Objects in 2D 1 07-0: Representing Polgons We want to represent a simple polgon Triangle, rectangle, square, etc Assume for the moment our game onl uses these simple shapes No curves for
More informationHigh Dimensional Rendering in OpenGL
High Dimensional Rendering in OpenGL Josh McCo December, 2003 Description of Project Adding high dimensional rendering capabilit to the OpenGL graphics programming environment is the goal of this project
More informationImage Warping. Many slides from Alyosha Efros + Steve Seitz. Photo by Sean Carroll
Image Warping Man slides from Alosha Efros + Steve Seitz Photo b Sean Carroll Morphing Blend from one object to other with a series of local transformations Image Transformations image filtering: change
More informationCPSC 314, Midterm Exam 1. 9 Feb 2007
CPSC, Midterm Eam 9 Feb 007 Closed book, no calculators or other electronic devices. Cell phones must be turned off. Place our photo ID face up on our desk. One single-sided sheet of handwritten notes
More informationViewing Transformations I Comp 535
Viewing Transformations I Comp 535 Motivation Want to see our virtual 3-D worl on a 2-D screen 2 Graphics Pipeline Moel Space Moel Transformations Worl Space Viewing Transformation Ee/Camera Space Projection
More informationOverview. By end of the week:
Overview By end of the week: - Know the basics of git - Make sure we can all compile and run a C++/ OpenGL program - Understand the OpenGL rendering pipeline - Understand how matrices are used for geometric
More informationCSE328 Fundamentals of Computer Graphics
CSE328 Fundamentals of Computer Graphics Hong Qin State University of New York at Stony Brook (Stony Brook University) Stony Brook, New York 794--44 Tel: (63)632-845; Fax: (63)632-8334 qin@cs.sunysb.edu
More informationMore on Transformations. COS 426, Spring 2019 Princeton University
More on Transformations COS 426, Spring 2019 Princeton Universit Agenda Grab-bag of topics related to transformations: General rotations! Euler angles! Rodrigues s rotation formula Maintaining camera transformations!
More information1. We ll look at: Types of geometrical transformation. Vector and matrix representations
Tob Howard COMP272 Computer Graphics and Image Processing 3: Transformations Tob.Howard@manchester.ac.uk Introduction We ll look at: Tpes of geometrical transformation Vector and matri representations
More informationComputer Graphics. Chapter 10 Three-Dimensional Viewing
Computer Graphics Chapter 10 Three-Dimensional Viewing Chapter 10 Three-Dimensional Viewing Part I. Overview of 3D Viewing Concept 3D Viewing Pipeline vs. OpenGL Pipeline 3D Viewing-Coordinate Parameters
More informationGeometric Transformations
CS INTRODUCTION TO COMPUTER GRAPHICS Geometric Transformations D and D Andries an Dam 9/9/7 /46 CS INTRODUCTION TO COMPUTER GRAPHICS How do we use Geometric Transformations? (/) Objects in a scene at the
More informationCSE528 Computer Graphics: Theory, Algorithms, and Applications
CSE528 Computer Graphics: Theory, Algorithms, and Applications Hong Qin Stony Brook University (SUNY at Stony Brook) Stony Brook, New York 11794-2424 Tel: (631)632-845; Fax: (631)632-8334 qin@cs.stonybrook.edu
More informationOne or more objects A viewer with a projection surface Projectors that go from the object(s) to the projection surface
Classical Viewing Viewing requires three basic elements One or more objects A viewer with a projection surface Projectors that go from the object(s) to the projection surface Classical views are based
More informationHow is project #1 going?
How is project # going? Last Lecture Edge Detection Filtering Pramid Toda Motion Deblur Image Transformation Removing Camera Shake from a Single Photograph Rob Fergus, Barun Singh, Aaron Hertzmann, Sam
More informationHomogeneous Coordinates
COMS W4172 3D Math 2 Steven Feiner Department of Computer Science Columbia Universit New York, NY 127 www.cs.columbia.edu/graphics/courses/csw4172 Februar 1, 218 1 Homogeneous Coordinates w X W Y X W Y
More informationCS 543: Computer Graphics. Projection
CS 543: Computer Graphics Projection Robert W. Lindeman Associate Professor Interactive Media & Game Development Department of Computer Science Worcester Poltechnic Institute gogo@wpi.edu with lots of
More information(x, y) (ρ, θ) ρ θ. Polar Coordinates. Cartesian Coordinates
Coordinate Sstems Point Representation in two dimensions Cartesian Coordinates: (; ) Polar Coordinates: (; ) (, ) ρ θ (ρ, θ) Cartesian Coordinates Polar Coordinates p = CPS1, 9: Computer Graphics D Geometric
More informationComputer Graphics. P05 Viewing in 3D. Part 1. Aleksandra Pizurica Ghent University
Computer Graphics P05 Viewing in 3D Part 1 Aleksandra Pizurica Ghent University Telecommunications and Information Processing Image Processing and Interpretation Group Viewing in 3D: context Create views
More informationClassical and Computer Viewing. Adapted From: Ed Angel Professor of Emeritus of Computer Science University of New Mexico
Classical and Computer Viewing Adapted From: Ed Angel Professor of Emeritus of Computer Science University of New Mexico Planar Geometric Projections Standard projections project onto a plane Projectors
More information3D Sensing. Translation and Scaling in 3D. Rotation about Arbitrary Axis. Rotation in 3D is about an axis
3D Sensing Camera Model: Recall there are 5 Different Frames of Reference c Camera Model and 3D Transformations Camera Calibration (Tsai s Method) Depth from General Stereo (overview) Pose Estimation from
More informationModeling Transformations
שיעור 3 גרפיקה ממוחשבת תשס"ח ב ליאור שפירא Modeling Transformations Heavil based on: Thomas Funkhouser Princeton Universit CS 426, Fall 2 Modeling Transformations Specif transformations for objects Allows
More informationProjection: Mapping 3-D to 2-D. Orthographic Projection. The Canonical Camera Configuration. Perspective Projection
Projection: Mapping 3-D to 2-D Our scene models are in 3-D space and images are 2-D so we need some wa of projecting 3-D to 2-D The fundamental approach: planar projection first, we define a plane in 3-D
More information3D Computer Vision II. Reminder Projective Geometry, Transformations. Nassir Navab. October 27, 2009
3D Computer Vision II Reminder Projective Geometr, Transformations Nassir Navab based on a course given at UNC b Marc Pollefes & the book Multiple View Geometr b Hartle & Zisserman October 27, 29 2D Transformations
More informationCITSTUDENTS.IN VIEWING. Computer Graphics and Visualization. Classical and computer viewing. Viewing with a computer. Positioning of the camera
UNIT - 6 7 hrs VIEWING Classical and computer viewing Viewing with a computer Positioning of the camera Simple projections Projections in OpenGL Hiddensurface removal Interactive mesh displays Parallelprojection
More informationOverview. Viewing and perspectives. Planar Geometric Projections. Classical Viewing. Classical views Computer viewing Perspective normalization
Overview Viewing and perspectives Classical views Computer viewing Perspective normalization Classical Viewing Viewing requires three basic elements One or more objects A viewer with a projection surface
More information