Viewing/Projection IV. Week 4, Fri Jan 29
|
|
- Brendan McGee
- 6 years ago
- Views:
Transcription
1 Universit of British Columbia CPSC 314 Computer Graphics Jan-Apr 2010 Tamara Munner Viewing/Projection IV Week 4, Fri Jan 29
2 News etra TA office hours in lab 005 Fri 2-4 Garrett) Tamaras usual office hours in lab Fri 4-5 hand in H1 here/now or in bo net to 005 lab b 5pm correction: problem 6 worth 54 not 60 marks 2
3 Review: Basic Perspective Projection similar triangles P,,) d = = # d /d /d # d P,, ) =d homogeneous coords # /d = d = d # 0 0 1/d 1 3
4 Review: View Volumes specifies field-of-view, used for clipping restricts domain of stored for visibilit test perspective view volume orthographic view volume =top VCS =left =bottom =-near =right =-far VCS =left =bottom =top =right =-near =-far 4
5 Review: Understanding Z ais flip changes coord sstem handedness RHS before projection ee/view coords) LHS after projection clip, norm device coords) VCS NDCS =left =top =right -1,-1,-1) 1,1,1) =bottom =-near =-far 5
6 Review: Orthographic Derivation scale, translate, reflect for new coord ss VCS =left =bottom =top =right =-near # # e 0 0 f # 0 a 0 b = 0 0 c d NDCS -1,-1,-1) =-far = a! + b a = top = 1 = bot =! 1 b = 2 top! bot top =! top +! bot bot 1,1,1) 6
7 Review: Orthographic Derivation scale, translate, reflect for new coord ss 2 right left 0 P = 0 0 top 0 2 bot 0 0 far near 0 right right top top far far left # left!!!! bot bot! P near!! near!!! 7
8 Demo Robins demo: projection orthographic perspective 8
9 Projections II 9
10 Asmmetric Frusta our formulation allows asmmetr wh bother? right left Frustum - right left Frustum - =-n =-f 10
11 Asmmetric Frusta our formulation allows asmmetr wh bother? binocular stereo view vector not perpendicular to view plane Left Ee Right Ee 11
12 Simpler Formulation left, right, bottom, top, near, far nonintuitive often overkill look through window center smmetric frustum constraints left = -right, bottom = -top 12
13 Field-of-View Formulation FOV in one direction + aspect ratio w/h) determines FOV in other direction also set near, far reasonabl intuitive) w α Frustum - fov/2 fov/2 h =-n =-f 13
14 Perspective OpenGL glmatrimodegl_projection); glloadidentit); glfrustumleft,right,bot,top,near,far); or glperspectivefov,aspect,near,far); 14
15 Demo: Frustum vs. FOV Nate Robins tutorial take 2): projection frustum vs perspective 15
16 Projective Rendering Pipeline object world viewing O2W OCS WCS W2V VCS modeling transformation OCS - object/model coordinate sstem WCS - world coordinate sstem viewing transformation VCS - viewing/camera/ee coordinate sstem CCS - clipping coordinate sstem NDCS - normalied device coordinate sstem DCS - device/displa/screen coordinate sstem V2C projection transformation C2N perspective divide N2D viewport transformation clipping CCS normalied device NDCS device DCS 16
17 Perspective Warp warp perspective view volume to orthogonal view volume render all scenes with orthographic projection! aka perspective normaliation =α =d =0 =d 17
18 Perspective Warp perspective viewing frustum transformed to cube orthographic rendering of warped objects in cube produces same image as perspective rendering of original frustum 18
19 Predistortion 19
20 Projective Rendering Pipeline object world viewing O2W OCS WCS W2V VCS modeling transformation OCS - object/model coordinate sstem WCS - world coordinate sstem viewing transformation VCS - viewing/camera/ee coordinate sstem CCS - clipping coordinate sstem NDCS - normalied device coordinate sstem DCS - device/displa/screen coordinate sstem V2C projection transformation C2N perspective divide N2D viewport transformation clipping CCS normalied device NDCS device DCS 20
21 Separate Warp From Homogeniation viewing VCS V2C projection transformation alter w clipping CCS C2N perspective division / w normalied device NDCS warp requires onl standard matri multipl distort such that orthographic projection of distorted objects shows desired perspective projection w is changed clip after warp, before divide division b w: homogeniation 21
22 Perspective Divide Eample specific eample assume image plane at = -1 a point [,,,1] T projects to [-/,-/,-/,1] T [,,,-] T # # 1-22
23 + * - T * - * - * - )# 1, Perspective Divide Eample / = / = =. / # # 1 #. # 1 after homogeniing, once again w=1 projection transformation alter w perspective division / w 23
24 Perspective Normaliation matri formulation warp and homogeniation both preserve relative depth coordinate) d d a a # d d a d 0 ) ) ) ) ) # 1 ) ) ) ) = a) # d d a d ) ) ) ) ) ) p p p # = /d /d d 2 d a 1 a ) * +, -. #
25 Demo Brown applets: viewing techniques parallel/orthographic cameras projection cameras /viewing_techniques.html 25
26 Perspective To NDCS Derivation VCS =top NDCS =left 1,1,1) =bottom =-near =right =-far -1,-1,-1) 26
27 27 Perspective Derivation simple eample earlier: simple eample earlier: complete: shear, scale, projection-normaliation complete: shear, scale, projection-normaliation w # = /d 0 # 1 # w # = E 0 A 0 0 F B C D 0 0 )1 0 # 1 #
28 28 Perspective Derivation earlier: earlier: complete: shear, scale, projection-normaliation complete: shear, scale, projection-normaliation w # = /d 0 # 1 # w # = E 0 A 0 0 F B C D 0 0 )1 0 # 1 #
29 29 Perspective Derivation earlier: earlier: complete: shear, scale, projection-normaliation complete: shear, scale, projection-normaliation w # = /d 0 # 1 # w # = E 0 A 0 0 F B C D 0 0 )1 0 # 1 #
30 Perspective Derivation E 0 A 0 0 F B 0 = 0 0 C D # w # # 1 = E + A = F + B = C + D w= = left /w=1 = right /w= #1 = top /w=1 = bottom /w= #1 = #near /w=1 = # far /w= #1 = F + B, w = F + B w, 1= F + B w, 1= 1 = F + B, 1= F B, 1= F top near) B, 1 = F top near B F + B, 30
31 Perspective Derivation similarl for other 5 planes 6 planes, 6 unknowns # 2n r + l 0 0 r l r l 2n t + b 0 0 t b t b f + n) 0 0 f n fn f n 31
32 Projective Rendering Pipeline object world viewing O2W OCS WCS W2V VCS modeling transformation OCS - object/model coordinate sstem WCS - world coordinate sstem viewing transformation VCS - viewing/camera/ee coordinate sstem CCS - clipping coordinate sstem NDCS - normalied device coordinate sstem DCS - device/displa/screen coordinate sstem V2C projection transformation C2N perspective divide N2D viewport transformation clipping CCS normalied device NDCS device DCS 32
33 NDC to Device Transformation map from NDC to piel coordinates on displa NDC range is = , = , = tpical displa range: = , = maimum is sie of actual screen range ma and default is 0, 1), use later for visibilit -1 glviewport0,0,w,h); gldepthrange0,1); // depth = 1 b default NDC viewport 33
34 Origin Location et more possibl confusing) conventions OpenGL origin: lower left most window sstems origin: upper left then must reflect in when interpreting mouse position, have to flip our coordinates NDC viewport 34
35 general formulation N2D Transformation reflect in for upper vs. lower left origin scale b width, height, depth translate b width/2, height/2, depth/2 FCG includes additional translation for piel centers at.5,.5) instead of 0,0) height 1-1 NDC width viewport 35
36 N2D Transformation width width width D N +1) 1 height D height N 2 = height N +1) 1 N D = depth # depth N depth N +1) 2 2 # # 1 2 # # # height 1-1 NDC width viewport 36
37 Device vs. Screen Coordinates viewport/window location wrt actual displa not available within OpenGL usuall don t care use relative information when handling mouse events, not absolute coordinates could get actual displa height/width, window offsets from OS loose use of terms: device, displa, window, screen offset 0 offset viewport viewport displa displa width displa height 37
38 Projective Rendering Pipeline glverte3f,,) object world viewing O2W OCS WCS W2V VCS modeling transformation gltranslatef,,) glulookat...) C2N / w glrotatefa,,,)... perspective division OCS - object coordinate sstem glutinitwindowsiew,h) N2D WCS - world coordinate sstem glviewport,,a,b) VCS - viewing coordinate sstem viewport transformation CCS - clipping coordinate sstem NDCS - normalied device coordinate sstem DCS - device coordinate sstem viewing transformation V2C alter w projection transformation glfrustum...) clipping CCS normalied device NDCS device DCS 38
39 Coordinate Sstems viewing 4-space, W=1) projection matri clipping 4-space parallelepiped, with COP moved backwards to infinit divide b w normalied device 3-space parallelepiped) scale translate device 3-space parallelipiped) framebuffer 39
40 Perspective Eample tracks in VCS: left =-1, =-1 right =1, =-1 view volume left = -1, right = 1 bot = -1, top = 1 near = 1, far = 4 =-1 =1 1 ma-1 =-4 =-1 real midpoint NDCS DCS ma-1 VCS top view not shown) not shown) 40
41 Perspective Eample # 2n r + l 0 0 r l r l 2n t + b 0 0 t b t b f + n) 2 fn 0 0 f n f n view volume left = -1, right = 1 bot = -1, top = 1 near = 1, far = 4 # /3 8/
42 Perspective Eample # VCS /3 8/3 VCS # 1 = 1 # 5 /3 8/ VCS / w NDCS = 1/ VCS NDCS =1/ VCS NDCS = VCS 42
43 OCS2 OpenGL Eample object world viewing OCS O2W W2V WCS VCS CCS VCS WCS OCS1 modeling transformation glmatrimode GL_PROJECTION ); glloadidentit); gluperspective 45, 1.0, 0.1, ); glmatrimode GL_MODELVIEW ); glloadidentit); gltranslatef 0.0, 0.0, -5.0 ); glpushmatri) gltranslate 4, 4, 0 ); glutsolidteapot1); glpopmatri); gltranslate 2, 2, 0); glutsolidteapot1); viewing transformation W2O W2O V2C projection transformation clipping CCS transformations that are applied to object first are specified last 43
44 RB Chap Color Reading for Net Time FCG Sections FCG Chap 20 Color FCG Chap Visual Perception Color) 44
Viewing/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 informationViewing/Projections IV. Week 4, Fri Feb 1
Universit of British Columbia CPSC 314 Computer Graphics Jan-Apr 2008 Tamara Munzner Viewing/Projections IV Week 4, Fri Feb 1 http://www.ugrad.cs.ubc.ca/~cs314/vjan2008 News extra TA office hours in lab
More informationUniversity of British Columbia CPSC 314 Computer Graphics Jan-Apr Tamara Munzner. Viewing 4. Page 1
University of British Columbia CPSC 34 Computer Graphics Jan-Apr 206 Tamara Munzner Viewing 4 http://www.ugrad.cs.ubc.ca/~cs34/vjan206 Page 2 Projective Rendering Pipeline object world viewing O2W OCS
More informationUniversity of British Columbia CPSC 314 Computer Graphics Jan-Apr Tamara Munzner. Viewing 4.
University of British Columbia CPSC 34 Computer Graphics Jan-Apr 206 Tamara Munzner Viewing 4 http://www.ugrad.cs.ubc.ca/~cs34/vjan206 Projective Rendering Pipeline object world viewing O2W OCS WCS W2V
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 informationNews. Projections and Picking. Transforming View Volumes. Projections recap. Basic Perspective Projection. Basic Perspective Projection
Universit of British Columbia CPSC 44 Computer Graphics Projections and Picking Wed 4 Sep 3 project solution demo recap: projections projections 3 picking News Project solution eecutable available idea
More informationTransformations III. Week 2, Fri Jan 19
Universit of British Columbia CPSC 34 Computer Graphics Jan-Apr 2007 Tamara Munzner Transformations III Week 2, Fri Jan 9 http://www.ugrad.cs.ubc.ca/~cs34/vjan2007 Readings for Jan 5-22 FCG Chap 6 Transformation
More informationReading for This Module. Viewing. Using Transformations. Viewing. University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2013
Universit of British Columbia CPSC 34 Computer Graphics Jan-Apr 23 Tamara Munner Reaing for This Moule FCG Chapter 7 Viewing FCG Section 6.3. Winowing Transforms Viewing http://www.ugra.cs.ubc.ca/~cs34/vjan23
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 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 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 informationTransformations II. Week 2, Wed Jan 17
Universit of British Columbia CPSC 34 Computer Graphics Jan-Apr 27 Tamara Munzner Transformations II Week 2, Wed Jan 7 http://www.ugrad.cs.ubc.ca/~cs34/vjan27 Readings for Jan 5-22 FCG Chap 6 Transformation
More informationCPSC 314, Midterm Exam. 8 March 2013
CPSC, Midterm Eam 8 March 0 Closed book, no electronic devices besides simple calculators. Cell phones must be turned off. Place our photo ID face up on our desk. One single-sided sheet of handwritten
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 informationCS 475 / CS 675 Computer Graphics. Lecture 7 : The Modeling-Viewing Pipeline
CS 475 / CS 675 Computer Graphics Lecture 7 : The Modeling-Viewing Pipeline Taonom Planar Projections Parallel Perspectie Orthographic Aonometric Oblique Front Top Side Trimetric Dimetric Isometric Caalier
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 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 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 informationChap 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 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 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 and Projection Transformations
Viewing and Projection Transformations Projective Rendering Pipeline OCS WCS VCS modeling transformation viewing transformation OCS - object coordinate system WCS - world coordinate system VCS - viewing
More informationCPSC 314, Midterm Exam. 8 March 2010
CPSC, Midterm Eam 8 March 00 Closed book, no electronic devices besides (simple, nongraphing) calculators. Cell phones must be turned off. Place our photo ID face up on our desk. One single-sided sheet
More informationNotes. University of British Columbia
Notes Drop-bo is no. 14 You can hand in our assignments Assignment 0 due Fri. 4pm Assignment 1 is out Office hours toda 16:00 17:00, in lab or in reading room Uniersit of Uniersit of Chapter 4 - Reminder
More informationChap 3 Viewing Pipeline Reading: Angel s Interactive Computer Graphics, Sixth ed. Sections 4.1~4.7
Chap 3 Viewing Pipeline Reading: Angel s Interactive Computer Graphics, Sixth ed. Sections 4.~4.7 Chap 3 View Pipeline, Comp. Graphics (U) CGGM Lab., CS Dept., NCTU Jung Hong Chuang Outline View parameters
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 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 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 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 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 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 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 informationViewing Transformation
Viewing and Projection Transformations Projective Rendering Pipeline OCS WCS VCS modeling transformation Mm.odd viewing transformation Mview OCS - object coordinate system WCS - world coordinate system
More information1/29/13. Computer Graphics. Transformations. Simple Transformations
/29/3 Computer Graphics Transformations Simple Transformations /29/3 Contet 3D Coordinate Sstems Right hand (or counterclockwise) coordinate sstem Left hand coordinate sstem Not used in this class and
More informationCSE 167: Lecture #4: Vertex Transformation. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012
CSE 167: Introduction to Computer Graphics Lecture #4: Vertex Transformation Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Project 2 due Friday, October 12
More information3-Dimensional Viewing
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
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 information3D graphics rendering pipeline (1) 3D graphics rendering pipeline (3) 3D graphics rendering pipeline (2) 8/29/11
3D graphics rendering pipeline (1) Geometr Rasteriation 3D Coordinates & Transformations Prof. Aaron Lanterman (Based on slides b Prof. Hsien-Hsin Sean Lee) School of Electrical and Computer Engineering
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 informationTransformations III. Week 3, Mon Jan 18
Universit of British Columbia CPSC 34 Computer Graphics Jan-Apr 2 Tamara Munzner Transformations III Week 3, Mon Jan 8 http://www.ugrad.cs.ubc.ca/~cs34/vjan2 News CS dept announcements Undergraduate Summer
More informationToday. Rendering pipeline. Rendering pipeline. Object vs. Image order. Rendering engine Rendering engine (jtrt) Computergrafik. Rendering pipeline
Computergrafik Today Rendering pipeline s View volumes, clipping Viewport Matthias Zwicker Universität Bern Herbst 2008 Rendering pipeline Rendering pipeline Hardware & software that draws 3D scenes on
More informationGeometry: Outline. Projections. Orthographic Perspective
Geometry: Cameras Outline Setting up the camera Projections Orthographic Perspective 1 Controlling the camera Default OpenGL camera: At (0, 0, 0) T in world coordinates looking in Z direction with up vector
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 information3D Coordinates & Transformations
3D Coordinates & Transformations Prof. Aaron Lanterman (Based on slides b Prof. Hsien-Hsin Sean Lee) School of Electrical and Computer Engineering Georgia Institute of Technolog 3D graphics rendering pipeline
More informationCSE 167: Introduction to Computer Graphics Lecture #4: Vertex Transformation
CSE 167: Introduction to Computer Graphics Lecture #4: Vertex Transformation Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2013 Announcements Project 2 due Friday, October 11
More information6. Modelview Transformations
6. Modelview Transformations Transformation Basics Transformations map coordinates from one frame of reference to another through matri multiplications Basic transformation operations include: - translation
More informationCSCI-4530/6530 Advanced Computer Graphics
Luo Jr. CSCI-45/65 Advanced Computer Graphics http://www.cs.rpi.edu/~cutler/classes/advancedgraphics/s9/ Barb Cutler cutler@cs.rpi.edu MRC 9A Piar Animation Studios, 986 Topics for the Semester Mesh Simplification
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 informationAnnouncements. Tutorial this week Life of the polygon A1 theory questions
Announcements Assignment programming (due Frida) submission directories are ied use (submit -N Ab cscd88 a_solution.tgz) theor will be returned (Wednesda) Midterm Will cover all o the materials so ar including
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 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 informationViewing transformations. 2004, Denis Zorin
Viewing transformations OpenGL transformation pipeline Four main stages: Modelview: object coords to eye coords p eye = Mp obj (x obj,y obj,z obj,w obj ) (x eye,y eye,z eye,w eye ) in eye coordinates,
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 information1 Transformations. Chapter 1. Transformations. Department of Computer Science and Engineering 1-1
Transformations 1-1 Transformations are used within the entire viewing pipeline: Projection from world to view coordinate system View modifications: Panning Zooming Rotation 1-2 Transformations can also
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 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 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 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 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 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 informationComputer Graphics. Chapter 7 2D Geometric Transformations
Computer Graphics Chapter 7 2D Geometric Transformations Chapter 7 Two-Dimensional Geometric Transformations Part III. OpenGL Functions for Two-Dimensional Geometric Transformations OpenGL Geometric Transformation
More informationHidden Surfaces II. Week 9, Mon Mar 15
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2010 Tamara Munzner Hidden Surfaces II Week 9, Mon Mar 15 http://www.ugrad.cs.ubc.ca/~cs314/vjan2010 ews yes, I'm granting the request
More informationModels and The Viewing Pipeline. Jian Huang CS456
Models and The Viewing Pipeline Jian Huang CS456 Vertex coordinates list, polygon table and (maybe) edge table Auxiliary: Per vertex normal Neighborhood information, arranged with regard to vertices and
More informationCSE 167: Introduction to Computer Graphics Lecture #5: Projection. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2017
CSE 167: Introduction to Computer Graphics Lecture #5: Projection Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2017 Announcements Friday: homework 1 due at 2pm Upload to TritonEd
More informationToday. The Graphics Pipeline: Projective Transformations. Last Week: Schedule. XForms Forms Library. Questions?
Toda The Graphics Pipeline: Projectie Reiew & Schedule Ra Casting / Tracing s. The Graphics Pipeline Projectie Last Week: Animation & Quaternions Finite Element Simulations collisions, fracture, & deformation
More informationPage 1. News. FCG Errata. Reading: Today. Clarification: Arbitrary Rotation. Reading: Next Time
Universit of British Columbia CSC 4 Computer Graphics Ma-June 5 Tamara Munner Rasteriation, Interpolation, Vision/Color Week, Thu Ma 9 News reminder: etra lab coverage with TAs - Mondas, Wednesdas for
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 informationGame Architecture. 2/19/16: Rasterization
Game Architecture 2/19/16: Rasterization Viewing To render a scene, need to know Where am I and What am I looking at The view transform is the matrix that does this Maps a standard view space into world
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 information3D Viewing. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 9
3D Viewing CS 46 Lecture 9 Cornell CS46 Spring 18 Lecture 9 18 Steve Marschner 1 Viewing, backward and forward So far have used the backward approach to viewing start from pixel ask what part of scene
More informationTransforms 3: Projection Christian Miller CS Fall 2011
Transforms 3: Projection Christian Miller CS 354 - Fall 2011 Eye coordinates Eye space is the coordinate system at the camera: x right, y up, z out (i.e. looking down -z) [RTR] The setup Once we ve applied
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 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 informationName: [20 points] Consider the following OpenGL commands:
Name: 2 1. [20 points] Consider the following OpenGL commands: glmatrimode(gl MODELVIEW); glloadidentit(); glrotatef( 90.0, 0.0, 1.0, 0.0 ); gltranslatef( 2.0, 0.0, 0.0 ); glscalef( 2.0, 1.0, 1.0 ); What
More informationCOMP3421. Introduction to 3D Graphics
COMP3421 Introduction to 3D Graphics 3D coodinates Moving to 3D is simply a matter of adding an extra dimension to our points and vectors: 3D coordinates 3D coordinate systems can be left or right handed.
More information3D Graphics Pipeline II Clipping. Instructor Stephen J. Guy
3D Graphics Pipeline II Clipping Instructor Stephen J. Guy 3D Rendering Pipeline (for direct illumination) 3D Geometric Primitives 3D Model Primitives Modeling Transformation 3D World Coordinates Lighting
More informationPerspective matrix, OpenGL style
Perspective matrix, OpenGL style Stefan Gustavson May 7, 016 Gortler s book presents perspective transformation using a slightly different matrix than what is common in OpenGL applications. This document
More informationOpenGL Transformations
OpenGL Transformations R. J. Renka Department of Computer Science & Engineering University of North Texas 02/18/2014 Introduction The most essential aspect of OpenGL is the vertex pipeline described in
More informationViewing and Modeling
Viewing and Modeling Computer Science Department The Universit of Texas at Austin A Simplified Graphics ipeline Application Vertex batching & assembl Triangle assembl Triangle clipping NDC to window space
More informationProf. Feng Liu. Fall /19/2016
Prof. Feng Liu Fall 26 http://www.cs.pdx.edu/~fliu/courses/cs447/ /9/26 Last time More 2D Transformations Homogeneous Coordinates 3D Transformations The Viewing Pipeline 2 Today Perspective projection
More information3D Viewing. CS 4620 Lecture 8
3D Viewing CS 46 Lecture 8 13 Steve Marschner 1 Viewing, backward and forward So far have used the backward approach to viewing start from pixel ask what part of scene projects to pixel explicitly construct
More informationThe Graphics Pipeline and OpenGL I: Transformations!
! The Graphics Pipeline and OpenGL I: Transformations! Gordon Wetzstein! Stanford University! EE 267 Virtual Reality! Lecture 2! stanford.edu/class/ee267/!! Albrecht Dürer, Underweysung der Messung mit
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 informationFundamental Types of Viewing
Viewings Fundamental Types of Viewing Perspective views finite COP (center of projection) Parallel views COP at infinity DOP (direction of projection) perspective view parallel view Classical Viewing Specific
More informationCIS 636 Interactive Computer Graphics CIS 736 Computer Graphics Spring 2011
CIS 636 Interactive Computer Graphics CIS 736 Computer Graphics Spring 2011 Lab 1a of 7 OpenGL Setup and Basics Fri 28 Jan 2011 Part 1a (#1 5) due: Thu 03 Feb 2011 (before midnight) The purpose of this
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 informationPainter s Algorithm: Problems
Universit of British Columbia CPSC Computer Graphics Jan-Apr 0 Tamara Munzner Hidden Surfaces Clarification: Blinn-Phong Model onl change vs Phong model is to have the specular calculation to use (h n)
More informationLecture 4. Viewing, Projection and Viewport Transformations
Notes on Assignment Notes on Assignment Hw2 is dependent on hw1 so hw1 and hw2 will be graded together i.e. You have time to finish both by next monday 11:59p Email list issues - please cc: elif@cs.nyu.edu
More informationOpenGL: Open Graphics Library. Introduction to OpenGL Part II. How do I render a geometric primitive? What is OpenGL
OpenGL: Open Graphics Library Introduction to OpenGL Part II CS 351-50 Graphics API ( Application Programming Interface) Software library Layer between programmer and graphics hardware (and other software
More informationCSCI-4530/6530 Advanced Computer Graphics
Luo Jr. CSCI-453/653 Advanced Computer Graphics http://www.cs.rpi.edu/~cutler/classes/advancedgraphics/s7/ Barb Cutler cutler@cs.rpi.edu MRC 33A Piar Animation Studios, 986 Topics for the Semester Meshes
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 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 informationComputer Viewing. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science
Computer Viewing CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science 1 Objectives Introduce the mathematics of projection Introduce OpenGL viewing functions Look at
More informationCS 4204 Computer Graphics
CS 4204 Computer Graphics 3D Viewing and Projection Yong Cao Virginia Tech Objective We will develop methods to camera through scenes. We will develop mathematical tools to handle perspective projection.
More informationTransformations II. Arbitrary 3D Rotation. What is its inverse? What is its transpose? Can we constructively elucidate this relationship?
Utah School of Computing Fall 25 Transformations II CS46 Computer Graphics From Rich Riesenfeld Fall 25 Arbitrar 3D Rotation What is its inverse? What is its transpose? Can we constructivel elucidate this
More informationPerspective transformations
Perspective transformations Transformation pipeline Modelview: model (position objects) + view (position the camera) Projection: map viewing volume to a standard cube Perspective division: project D to
More informationAnnouncements. Submitting Programs Upload source and executable(s) (Windows or Mac) to digital dropbox on Blackboard
Now Playing: Vertex Processing: Viewing Coulibaly Amadou & Mariam from Dimanche a Bamako Released August 2, 2005 Rick Skarbez, Instructor COMP 575 September 27, 2007 Announcements Programming Assignment
More informationUsing GLU/GLUT Objects. GLU/GLUT Objects. glucylinder() glutwirecone() GLU/GLUT provides very simple object primitives
Using GLU/GLUT Objects GLU/GLUT provides ver simple object primitives glutwirecone gluclinder glutwirecube GLU/GLUT Objects Each glu/glut object has its default sie, position, and orientation You need
More informationCourse no. DIS4566 National Chiao Tung Univ, Taiwan By: I-Chen Lin, Assistant Professor
Computer Graphics 3. Viewing in 3D (b) Course no. DIS4566 National Chiao Tung Univ, Taiwan By: I-Chen Lin, Assistant Professor Textbook: E.Angel, Interactive Computer Graphics, 4 th Ed., Addison Wesley
More informationComputer Viewing Computer Graphics I, Fall 2008
Computer Viewing 1 Objectives Introduce mathematics of projection Introduce OpenGL viewing functions Look at alternate viewing APIs 2 Computer Viewing Three aspects of viewing process All implemented in
More information