Graphics Pipeline : Geometric Operations

Size: px
Start display at page:

Download "Graphics Pipeline : Geometric Operations"

Transcription

1 Graphics Pipeline : Geometric Operations Uniersit of Calgar GraphicsJungle Project CPSC page

2 Vieing transformation Tools for creating an manipulating a camera that prouces pictures of a 3D scene Vieing transformations an projections Perform culling or back-face elimination Uniersit of Calgar GraphicsJungle Project CPSC page 2

3 Local coorinate space Object efinition Worl coorinate space Moeling transformation 3D Renering Pipeline Compose scene Define ie reference Define lighting Vie space Vie transformation Projection Cull Clip to 3D ie olume 3D screen space Projection iie Hien surface remoal Rasteriation Shaing Displa space

4 Uniersit of Calgar GraphicsJungle Project CPSC page 4 Y Z X Compose scene Compose scene Define ie reference Define ie reference Worl coorinate space Vie space Moeling transformation Vie transformation ie T ( ) ( )

5 Uniersit of Calgar GraphicsJungle Project CPSC page 5 Vie plane ee V U -N RT T ie N evec V evec U evec T ( ) ( ) ee evec N N N V V V U U U R ie T Uniersit of Calgar GraphicsJungle Project CPSC page 5 Vieing transformation

6 Vieing Transforms R U V N U V N U V N Lemma: Where oes this matri come from: N e Ee Position g gae irection t ie up ector N V t g N g U t N t N V N U U e g Uniersit of Calgar GraphicsJungle Project CPSC page 6

7 Special Orthogonal Matrics See 453 slies Uniersit of Calgar GraphicsJungle Project CPSC page 7

8 Taonom of Projections Parallel Perspectie Uniersit of Calgar GraphicsJungle Project CPSC page 8

9 Uniersit of Calgar GraphicsJungle Project CPSC page 9 / T T pers proj obs: is N in the picture Perspectie Projections Perspectie Projections Z Y X

10 Uniersit of Calgar GraphicsJungle Project CPSC page T proj T ort Parallel Projections (orthographic) Parallel Projections (orthographic)

11 Perspectie Diie Y Worl coorinate space ( ) Moeling transformation Z X Vie space ( ) Compose scene Define ie reference Projection Vie transformation 3D screen space ( X Y Z W ) ( ) s s s Projection Diie Uniersit of Calgar GraphicsJungle Project CPSC page

12 Perspectie Diie Perspectie s s s X Y Z here X Y Z Parallel (orthographic) s s s Uniersit of Calgar GraphicsJungle Project CPSC page 2

13 Perspectie Diie See 453 slies for ramifications of iie b W Uniersit of Calgar GraphicsJungle Project CPSC page 3

14 Vie Volume Uniersit of Calgar GraphicsJungle Project CPSC page 4

15 We specif it! V U Vie olume ee Y -N Vie plane ino What appears on the screen: projection of part of the scene containe ithin the ie olume X Z Uniersit of Calgar GraphicsJungle Project CPSC page 5

16 ee Vie olume Uniersit of Calgar GraphicsJungle Project CPSC Vie plane ino page 6

17 ol h h h f f h h

18 Uniersit of Calgar GraphicsJungle Project CPSC page 8 ( ) ( ) f f f f h h T pers Scaling (/h in an ) Truncate prami into a Regular prami Regular prami into a bo Perspectie Matri Perspectie Matri

19 Uniersit of Calgar GraphicsJungle Project CPSC page 9 ( ) ( ) f f f f h h T pers

20 Uniersit of Calgar GraphicsJungle Project CPSC page 2 Z Y X s s s ( ) ( ) f f f f Z h Y h X here ( ) ( ) f f f f h h T pers

21 OpenGL: Vieing Process, Graphics Pipeline Scales an shifts each erte so that all of them that lie insie the ie olume ill lie insie a stanar cube Proies the CT Combines to effects: Moeling transformations applie to objects + Transformation that orients an positions the camera in space Uniersit of Calgar GraphicsJungle Project CPSC page 2

22 Uniersit of Calgar GraphicsJungle Project CPSC page 22

23

24 OpenGL: Positioning an Aiming the Camera Vie plane V U ee -N glmatrimoe (GL_MODELVIEW) glloaientit(); gllookat (ee., ee., ee., look., look., look., up., up., up.);

25 OpenGL: Setting the Camera (Parallel Projection) glmatrimoe (GL_PROJECTION) glloaientit(); glortho (left, right, bottom, top, near, far); Uniersit of Calgar GraphicsJungle Project CPSC page 25

26 OpenGL: Setting the Camera (Perspectie Projection) glmatrimoe (GL_PROJECTION) glloaientit(); glfrustum (left, right, bottom, top, near, far); or more intuitie gluperspectie (ieangle,, aspect, near, far); Uniersit of Calgar GraphicsJungle Project CPSC page 26

27 Local coorinate space 3D Renering Pipeline Object efinition Worl coorinate space Moeling transformation. INTRODUCTION 2. IMAGING Compose scene Define ie reference Define lighting Vie transformation Vie space Projection Cull Clip to 3D ie olume 3D screen space Projection iie Hien surface remoal Rasteriation Shaing 3. 3D RENDERING OVERVIEW 4. MODELING () shapes an transformations 5. RENDERING (, 2, 3, 4). Graphics Pipeline : Geometric Operations 6. MODELING (2) Representation an Moeling 7. ANIMATION 8. TOPICS Displa space

28 Y Z X Compose scene Compose scene Define ie reference Define ie reference Worl coorinate space Vie space Moeling transformation Vie transformation ie T ( ) ( )

29 Vie plane V U Culling (back-face remoal) ee -N F is back face if ( P ee) ot > mf

30 n i i i Dot Prouct Angle beteen To Vectors cos ( θ ) b c Sign an Perpenicularit perpenicular orthogonal normal

31 Normal to a Plane

32 Fining the Normal Vectors V Flat Face: m V V 2 3 m ( V V ) ( V ) 2 3 V2 To Problems: V V 3 V 2 Vectors nearl parallel, the cross prouct ill be er small, Numerical inaccuracies ma result Polgon is not perfect planar

33 Fining the Normal Vectors V m V V 2 3 Robust Metho (Neell): m m m N i N i N i ( ) i net() i i + net() i ( ) ( ) i net() i i + net() i ( ) ( ) i net() i i + net() i ( )

34 Verte an Face Table Each face lists erte references Share ertices Still no topolog information (, ), (, ) 2 2, (, ) 2 3 3, F F 2 F 3 3 (, ) 5 5, (, ) 4 4, 4 5 VERTEX TABLE V V 2 V 3 V 4 V 5 (, ), ( 2, 2, 2 ) ( 3, 3, 3) (, ) 4 4, 4 (, ) 5 5, 5 FACE TABLE F F 2 F 2 V V 2 V 3 V 3 V 2 V 4 V 3 V 4 V 5

35 Mesh pt norm numverts Point3,, numnormals Vector3 face numfaces Face ert,, nverts VerteID ertine normine

36 Vie plane V U Culling (back-face remoal) ee -N F is back face if ( P ee) ot > mf

37 oi Mesh :: ra () { for (int f ; f < numfaces; f++) { glbegin (GL_POLYGON) for (int ; < face[f].nverts; ++) { int i face[f].ert[].ertine; glverte3f(pt[i]., pt[i]., pt[i].); } glen(); } }

38 oi Mesh :: ra () { for (int f ; f < numfaces; f++) { } } If ( isbackface ( f, ee ) ) continue; glbegin (GL_POLYGON) for (int ; < face[f].nverts; ++) { int i face[f].ert[].ertine; glverte3f(pt[i]., pt[i]., pt[i].); } glen();

Computer Graphics Inf4/MSc. Computer Graphics. Lecture 6 View Projection Taku Komura

Computer Graphics Inf4/MSc. Computer Graphics. Lecture 6 View Projection Taku Komura Computer Graphics Lecture 6 View Projection Taku Komura 1 Overview 1. View transformation 2. Rasterisation Implementation of viewing. Transform into camera coorinates. Perform projection into view volume

More information

Viewing Transformations I Comp 535

Viewing 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 information

Computer Graphics. Bing-Yu Chen National Taiwan University The University of Tokyo

Computer 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 information

Viewing with Computers (OpenGL)

Viewing with Computers (OpenGL) We can now return to three-dimension?', graphics from a computer perspective. Because viewing in computer graphics is based on the synthetic-camera model, we should be able to construct any of the classical

More information

CS Computer Graphics: Transformations & The Synthetic Camera

CS 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 information

Viewing. Cliff Lindsay, Ph.D. WPI

Viewing. 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

Announcements. Introduction to Cameras. The Key to Axis Angle Rotation. Axis-Angle Form (review) Axis Angle (4 steps) Mechanics of Axis Angle

Announcements. Introduction to Cameras. The Key to Axis Angle Rotation. Axis-Angle Form (review) Axis Angle (4 steps) Mechanics of Axis Angle Ross Beerige Bruce Draper Introuction to Cameras September th 25 Announcements PA ue eek from Tuesa Q: hat i I mean b robust I/O? Hanle arious numbers of erte/face features Check for count matches Goo

More information

CSE528 Computer Graphics: Theory, Algorithms, and Applications

CSE528 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 information

Realtime 3D Computer Graphics & Virtual Reality. Viewing

Realtime 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 information

Viewing in 3D (Chapt. 6 in FVD, Chapt. 12 in Hearn & Baker)

Viewing 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 information

GEOMETRIC TRANSFORMATIONS AND VIEWING

GEOMETRIC TRANSFORMATIONS AND VIEWING GEOMETRIC TRANSFORMATIONS AND VIEWING 2D and 3D 1/44 2D TRANSFORMATIONS HOMOGENIZED Transformation Scaling Rotation Translation Matrix s x s y cosθ sinθ sinθ cosθ 1 dx 1 dy These 3 transformations are

More information

Viewing/Projection IV. Week 4, Fri Jan 29

Viewing/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 information

Computer Graphics Chapter 7 Three-Dimensional Viewing Viewing

Computer 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 information

3D Viewing and Projec5on. Taking Pictures with a Real Camera. Steps: Graphics does the same thing for rendering an image for 3D geometric objects

3D 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 information

CS 543: Computer Graphics. Projection

CS 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

COMP Computer Graphics and Image Processing. a6: Projections. In part 2 of our study of Viewing, we ll look at. COMP27112 Toby Howard

COMP 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 information

5.8.3 Oblique Projections

5.8.3 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 information

CSE 167: Lecture #4: Vertex Transformation. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012

CSE 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 information

Computer Graphics. Viewing. Fundamental Types of Viewing. Perspective views. Parallel views. October 12, finite COP (center of projection)

Computer Graphics. Viewing. Fundamental Types of Viewing. Perspective views. Parallel views. October 12, finite COP (center of projection) Comuter Grahics Viewing October 2, 25 htt://www.hallm.ac.kr/~sunkim/teach/25/cga Funamental Tes of Viewing Persective views finite COP (center of rojection) Parallel views COP at infinit DOP (irection

More information

蔡侑庭 (Yu-Ting Tsai) National Chiao Tung University, Taiwan. Prof. Wen-Chieh Lin s CG Slides OpenGL 2.1 Specification

蔡侑庭 (Yu-Ting Tsai) National Chiao Tung University, Taiwan. Prof. Wen-Chieh Lin s CG Slides OpenGL 2.1 Specification 蔡侑庭 (Yu-Ting Tsai) Department of Computer Science National Chiao Tung University, Taiwan Prof. Wen-Chieh Lin s CG Slides OpenGL 2.1 Specification OpenGL Programming Guide, Chap. 3 & Appendix F 2 OpenGL

More information

CSE 167: Introduction to Computer Graphics Lecture #4: Vertex Transformation

CSE 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 information

Computer 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 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 information

CITSTUDENTS.IN VIEWING. Computer Graphics and Visualization. Classical and computer viewing. Viewing with a computer. Positioning of the camera

CITSTUDENTS.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 information

CS 4731/543: Computer Graphics Lecture 5 (Part I): Projection. Emmanuel Agu

CS 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 information

CS 475 / CS 675 Computer Graphics. Lecture 7 : The Modeling-Viewing Pipeline

CS 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 information

CS 428: Fall Introduction to. Viewing and projective transformations. Andrew Nealen, Rutgers, /23/2009 1

CS 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 information

CS 543: Computer Graphics Lecture 04 Part III: 3D Modeling: Polygonal Meshes. Emmanuel Agu

CS 543: Computer Graphics Lecture 04 Part III: 3D Modeling: Polygonal Meshes. Emmanuel Agu CS 543: Computer Graphics Lecture 04 Part III: 3D Modeling: Polygonal Meshes Emmanuel Agu 3D Modeling Previously Introduced 3D modeling Previously introduced GLUT models (wireframe/solid) and Scene Description

More information

Today. The Graphics Pipeline: Projective Transformations. Last Week: Schedule. XForms Forms Library. Questions?

Today. 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 information

3D graphics rendering pipeline (1) 3D graphics rendering pipeline (3) 3D graphics rendering pipeline (2) 8/29/11

3D 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 information

CSE 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 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 information

CS 4731/543: Computer Graphics Lecture 3 (Part III): 3D Modeling: Polygonal Meshes. Emmanuel Agu

CS 4731/543: Computer Graphics Lecture 3 (Part III): 3D Modeling: Polygonal Meshes. Emmanuel Agu CS 4731/543: Computer Graphics Lecture 3 (Part III): 3D Modeling: Polygonal Meshes Emmanuel Agu 3D Modeling Previously Introduced 3D modeling Previously introduced GLUT models (wireframe/solid) and Scene

More information

One or more objects A viewer with a projection surface Projectors that go from the object(s) to the projection surface

One 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 information

3D Coordinates & Transformations

3D 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 information

Lecture 4: Viewing. Topics:

Lecture 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 information

Two Dimensional Viewing

Two 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 information

Viewing/Projections III. Week 4, Wed Jan 31

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 information

Classical 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 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 information

Chap 7, 2009 Spring Yeong Gil Shin

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 information

Computer Graphics. Chapter 10 Three-Dimensional Viewing

Computer 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 information

Parallelization. Memory coherency helps when distributing rays to various threads/processors

Parallelization. Memory coherency helps when distributing rays to various threads/processors / Ra Tracing OpenGL projects triangles onto the image plane and rasteries them to determine which piels the cover Scanline rendering is a per triangle operation Ra Tracing instead works as a per piel operation

More information

1 Transformations. Chapter 1. Transformations. Department of Computer Science and Engineering 1-1

1 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 information

Lecture 4 of 41. Lab 1a: OpenGL Basics

Lecture 4 of 41. Lab 1a: OpenGL Basics Lab 1a: OpenGL Basics William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://snipurl.com/1y5gc Course web site: http://www.kddresearch.org/courses/cis636 Instructor

More information

Announcements. Submitting Programs Upload source and executable(s) (Windows or Mac) to digital dropbox on Blackboard

Announcements. 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 information

Realtime 3D Computer Graphics Virtual Reality

Realtime 3D Computer Graphics Virtual Reality Realtime 3D Comuter Grahics Virtual Realit Viewing an rojection Classical an General Viewing Transformation Pieline CPU CPU Pol. Pol. DL DL Piel Piel Per Per Verte Verte Teture Teture Raster Raster Frag

More information

Viewing and Projection

Viewing 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 information

Rasterization Overview

Rasterization Overview Rendering Overview The process of generating an image given a virtual camera objects light sources Various techniques rasterization (topic of this course) raytracing (topic of the course Advanced Computer

More information

CPSC 314, Midterm Exam. 8 March 2010

CPSC 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 information

Evening s Goals. Mathematical Transformations. Discuss the mathematical transformations that are utilized for computer graphics

Evening 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 information

Notes. University of British Columbia

Notes. 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 information

Models and The Viewing Pipeline. Jian Huang CS456

Models 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 information

3-Dimensional Viewing

3-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 information

Reading for This Module. Viewing. Using Transformations. Viewing. University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2013

Reading 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 information

CPSC 314, Midterm Exam. 8 March 2013

CPSC 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 information

CS Computer Graphics: Hidden Surface Removal

CS Computer Graphics: Hidden Surface Removal CS 543 - Computer Graphics: Hidden Surface Removal by Robert W. Lindeman gogo@wpi.edu (with help from Emmanuel Agu ;-) Hidden Surface Removal Drawing polygonal faces on screen consumes CPU cycles We cannot

More information

Computer Graphics. Chapter 7 2D Geometric Transformations

Computer 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 information

GRAFIKA KOMPUTER. ~ M. Ali Fauzi

GRAFIKA KOMPUTER. ~ M. Ali Fauzi GRAFIKA KOMPUTER ~ M. Ali Fauzi Drawing 2D Graphics VIEWPORT TRANSFORMATION Recall :Coordinate System glutreshapefunc(reshape); void reshape(int w, int h) { glviewport(0,0,(glsizei) w, (GLsizei) h); glmatrixmode(gl_projection);

More information

Projection: Mapping 3-D to 2-D. Orthographic Projection. The Canonical Camera Configuration. Perspective Projection

Projection: 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 information

CS451Real-time Rendering Pipeline

CS451Real-time Rendering Pipeline 1 CS451Real-time Rendering Pipeline JYH-MING LIEN DEPARTMENT OF COMPUTER SCIENCE GEORGE MASON UNIVERSITY Based on Tomas Akenine-Möller s lecture note You say that you render a 3D 2 scene, but what does

More information

Overview of Projections: From a 3D world to a 2D screen.

Overview of Projections: From a 3D world to a 2D screen. Overview of Projections: From a 3D world to a 2D screen. Lecturer: Dr Dan Cornford d.cornford@aston.ac.uk http://wiki.aston.ac.uk/dancornford CS2150, Computer Graphics, Aston University, Birmingham, UK

More information

Chapter 5. Projections and Rendering

Chapter 5. Projections and Rendering Chapter 5 Projections and Rendering Topics: Perspective Projections The rendering pipeline In order to view manipulate and view a graphics object we must find ways of storing it a computer-compatible way.

More information

Geometry: Outline. Projections. Orthographic Perspective

Geometry: 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 information

Transforms 3: Projection Christian Miller CS Fall 2011

Transforms 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 information

COMP3421. Introduction to 3D Graphics

COMP3421. 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 information

What and Why Transformations?

What 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 information

Object Representation Affine Transforms. Polygonal Representation. Polygonal Representation. Polygonal Representation of Objects

Object Representation Affine Transforms. Polygonal Representation. Polygonal Representation. Polygonal Representation of Objects Object Representation Affine Transforms Polygonal Representation of Objects Although perceivable the simplest form of representation they can also be the most problematic. To represent an object polygonally,

More information

Viewing/Projections IV. Week 4, Fri Feb 1

Viewing/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 information

CS230 : Computer Graphics Lecture 6: Viewing Transformations. Tamar Shinar Computer Science & Engineering UC Riverside

CS230 : Computer Graphics Lecture 6: Viewing Transformations. Tamar Shinar Computer Science & Engineering UC Riverside CS230 : Computer Graphics Lecture 6: Viewing Transformations Tamar Shinar Computer Science & Engineering UC Riverside Rendering approaches 1. image-oriented foreach pixel... 2. object-oriented foreach

More information

3D Viewing. With acknowledge to: Ed Angel. Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

3D Viewing. With acknowledge to: Ed Angel. Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico 3D Viewing With acknowledge to: Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico 1 Classical Viewing Viewing plane projectors Classical

More information

What does OpenGL do?

What 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 information

Last Time. Correct Transparent Shadow. Does Ray Tracing Simulate Physics? Does Ray Tracing Simulate Physics? Refraction and the Lifeguard Problem

Last 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 information

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11 Pipeline Operations CS 4620 Lecture 11 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives to pixels RASTERIZATION

More information

What is Perspective?

What is Perspective? Fall 25 M ss =M screen * M ersective * M view What is Persective? A mechanism for ortraing 3D in 2D True Persective corresons to rojection onto a lane True Persective corresons to an ieal camera image

More information

CPSC 314, Midterm Exam 1. 9 Feb 2007

CPSC 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 information

Today. Rendering pipeline. Rendering pipeline. Object vs. Image order. Rendering engine Rendering engine (jtrt) Computergrafik. Rendering pipeline

Today. 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 information

Computer Graphics 7: Viewing in 3-D

Computer Graphics 7: Viewing in 3-D Computer Graphics 7: Viewing in 3-D In today s lecture we are going to have a look at: Transformations in 3-D How do transformations in 3-D work? Contents 3-D homogeneous coordinates and matrix based transformations

More information

Animação e Visualização Tridimensional. Collision Detection Corpo docente de AVT / CG&M / DEI / IST / UTL

Animação e Visualização Tridimensional. Collision Detection Corpo docente de AVT / CG&M / DEI / IST / UTL Animação e Visualização Triimensional Collision Detection Collision Hanling Collision Detection Collision Determination Collision Response Collision Hanling Collision Detection Collision Determination

More information

GLOBAL 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 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 information

Chap 7, 2008 Spring Yeong Gil Shin

Chap 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 information

CS 548: COMPUTER GRAPHICS REVIEW: OVERVIEW OF POLYGONS SPRING 2015 DR. MICHAEL J. REALE

CS 548: COMPUTER GRAPHICS REVIEW: OVERVIEW OF POLYGONS SPRING 2015 DR. MICHAEL J. REALE CS 548: COMPUTER GRPHICS REVIEW: OVERVIEW OF POLYGONS SPRING 05 DR. MICHEL J. RELE NOTE: COUNTERCLOCKWISE ORDER ssuming: Right-handed sstem Vertices in counterclockwise order looking at front of polgon

More information

Overview. By end of the week:

Overview. 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 information

Pipeline Operations. CS 4620 Lecture 14

Pipeline Operations. CS 4620 Lecture 14 Pipeline Operations CS 4620 Lecture 14 2014 Steve Marschner 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives

More information

Computer Graphics. Lecture 02 Graphics Pipeline. Edirlei Soares de Lima.

Computer Graphics. Lecture 02 Graphics Pipeline. Edirlei Soares de Lima. Computer Graphics Lecture 02 Graphics Pipeline Edirlei Soares de Lima What is the graphics pipeline? The Graphics Pipeline is a special software/hardware subsystem

More information

News. Projections and Picking. Transforming View Volumes. Projections recap. Basic Perspective Projection. Basic Perspective Projection

News. 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 information

Today s class. Geometric objects and transformations. Informationsteknologi. Wednesday, November 7, 2007 Computer Graphics - Class 5 1

Today 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 information

4.2 Implicit Differentiation

4.2 Implicit Differentiation 6 Chapter 4 More Derivatives 4. Implicit Differentiation What ou will learn about... Implicitl Define Functions Lenses, Tangents, an Normal Lines Derivatives of Higher Orer Rational Powers of Differentiable

More information

Viewing and Projection

Viewing and Projection CSCI 480 Computer Graphics Lecture 5 Viewing and Projection January 25, 2012 Jernej Barbic University of Southern California Shear Transformation Camera Positioning Simple Parallel Projections Simple Perspective

More information

Chap 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 4.1~4.7 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 information

3D Graphics Pipeline II Clipping. Instructor Stephen J. Guy

3D 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 information

3D Graphics for Game Programming (J. Han) Chapter II Vertex Processing

3D Graphics for Game Programming (J. Han) Chapter II Vertex Processing Chapter II Vertex Processing Rendering Pipeline Main stages in the pipeline The vertex processing stage operates on every input vertex stored in the vertex buffer and performs various operations such as

More information

The Viewing Pipeline adaptation of Paul Bunn & Kerryn Hugo s notes

The Viewing Pipeline adaptation of Paul Bunn & Kerryn Hugo s notes The Viewing Pipeline adaptation of Paul Bunn & Kerryn Hugo s notes What is it? The viewing pipeline is the procession of operations that are applied to the OpenGL matrices, in order to create a 2D representation

More information

CSE 167: Introduction to Computer Graphics Lecture #5: Visibility, OpenGL

CSE 167: Introduction to Computer Graphics Lecture #5: Visibility, OpenGL CSE 167: Introduction to Computer Graphics Lecture #5: Visibility, OpenGL Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016 Announcements Tomorrow: assignment 1 due Grading

More information

CS 4204 Computer Graphics

CS 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 information

Viewing and Projection Transformations

Viewing 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 information

CS 591B Lecture 9: The OpenGL Rendering Pipeline

CS 591B Lecture 9: The OpenGL Rendering Pipeline CS 591B Lecture 9: The OpenGL Rendering Pipeline 3D Polygon Rendering Many applications use rendering of 3D polygons with direct illumination Spring 2007 Rui Wang 3D Polygon Rendering Many applications

More information

7. 3D Viewing. Projection: why is projection necessary? CS Dept, Univ of Kentucky

7. 3D Viewing. Projection: why is projection necessary? CS Dept, Univ of Kentucky 7. 3D Viewing Projection: why is projection necessary? 1 7. 3D Viewing Projection: why is projection necessary? Because the display surface is 2D 2 7.1 Projections Perspective projection 3 7.1 Projections

More information

Viewing and Projection

Viewing and Projection CSCI 480 Computer Graphics Lecture 5 Viewing and Projection Shear Transformation Camera Positioning Simple Parallel Projections Simple Perspective Projections [Geri s Game, Pixar, 1997] January 26, 2011

More information

3D Viewing Transformations

3D Viewing Transformations 3D Viewing Transformations Eric C. McCreath School of Computer Science The Australian National University ACT 2 Australia ericm@cs.anu.edu.au Overview 2 3D Matri Transformations Model/World/Viewing/Project/Viewport

More information

OpenGL: 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. 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 information

Transformation Pipeline

Transformation Pipeline Transformation Pipeline Local (Object) Space Modeling World Space Clip Space Projection Eye Space Viewing Perspective divide NDC space Normalized l d Device Coordinatesd Viewport mapping Screen space Coordinate

More information

Precept 2 Aleksey Boyko February 18, 2011

Precept 2 Aleksey Boyko February 18, 2011 Precept 2 Aleksey Boyko February 18, 2011 Getting started Initialization Drawing Transformations Cameras Animation Input Keyboard Mouse Joystick? Textures Lights Programmable pipeline elements (shaders)

More information