3D Viewing Transformations
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1 3D Viewing Transformations Eric C. McCreath School of Computer Science The Australian National University ACT 2 Australia ericm@cs.anu.edu.au
2 Overview 2 3D Matri Transformations Model/World/Viewing/Project/Viewport Transformations Orthogonal Projections Perspective Projections OpenGL and the transformation matri stack
3 3D Viewing 3 Viewing processes for a 3D scene are in many ways similar to that of 2D. However, the etra dimension brings with it a host of compleities such as lighting and viewing projections. Coordinates undergo a series of transformations to produce the final image on the screen. Modelling Coordinates Modelling Transformation World Coordinates Viewing Transformation Normalization Transformation and Clipping Projection Coordinates Projection Transformation Viewing Coordinates Normalized Coordinates Viewport Transformation Device Coordinates
4 2D rotation can also be viewed as a change is basis vectors. 2D Rotation y cos sin sin cos R =[ 1] 4 y y' =[ ' R ' y' ' y y ' y ' y 1] '
5 3D Matri Transformation 5 Translation and scaling in 3D are very similar to that of 2D. Translation t 1 t T t,t y,t z =[1 y ] 1 t S z 1 Scaling s, s y, s z =[ s s y s z 1]
6 3D Rotations 6 3D rotations can be specified by a sequence of rotations about the aes. (Pitch, Roll, and Yaw) R R =[1 1] cos sin sin cos Note sin R z =[cos 1] sin cos 1 y =[cos sin 1 sin cos 1] the inverse of a rotation matri is its transpose. R 1 =R T
7 3D Rotations 7 3D Rotations can be also specified in terms of a unit vector along with an angle of rotation. y z u R u =[ z y z y ] sin I cos uut 1 cos u= [ y z ]
8 3D Rotations 8 We can also think of 3D rotations in terms of a change of basis. y v z n u =[ u u y u z v R v y v z 1] uvn n n y n z These are the unit vectors of the new basis' in the old basis' dimensions.
9 Viewing Transformation 9 Before any perspective transformations are applied to a scene world coordinates are transformed into viewing coordinates. This is done via a translation and then a rotation. OpenGL provides a method for doing this: look at point glulookat(p,py,p, l,ly,lz, v, vy, vz) Viewing origin in world coordinates. View up vector l v p Remember to apply this to the MODELVIEW matri. Also as it is the last thing to happen to a point before the perspective is applied then it must be the first operation you apply to the MODELVIEW matri.
10 Orthogonal Projection 1 Orthogonal projections are parallel projections in which objects appear the same size as their distance from the viewer changes. The view volume forms a bo shape. wmin y wma ywma In OpenGL we can apply to the PROJECTION matri: glortho(wmin, wma, ywmin, ywma, dnear, dfar) viewing coordinates far clipping Plane The scene is viewed in the negative z direction. Also dnear and dfar denote distances from the origin in this negative z direction. z near clipping plane ywmin glortho will turn viewing coordinates into normalised projected coordinates. These normalised coordinates are a cube of side length 2 centred on the origin.
11 Perspective Projection 11 Perspective projections provide a more realistic view of a scene. A homogeneous matri can be used to describe a perspective transformation. There are two functions that can be used in OpenGL to give a perspective projection. These both operate on the PERSPECTIVE matri. They are: gluperspective(theta, aspect, dnear, dfar); glfrustum(wmin, wma, ywmin, yzma, dnear, dfar); view plane v p
12 Perspective Projection 12 Perspective projection requires a 'division' in the calculation. This can be achieved by using the division that is done when homogeneous points are converted into cartesian points. So the matri used by OpenGL for perspective projection is (glfrustum(l,r,b,t,n,f)): [ 2n r+l ] r l r l 2 n t +b t b t b (f +n) 2 fn f n f n 1 (,z) ( /z, 1) 1 z
13 Viewport Transformation 13 The perspective transformations will generally leave coordinates in a 3D normalized bo. These need to be mapped into screen coordinates. Information for each y position can be stored in a color and depth buffer. In OpenGL this can be set with: glviewport(vmin, yvmin, vpwidth, vpheight) By default the viewport is set to the size and position of the current display window.
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