Viewing. Cliff Lindsay, Ph.D. WPI
|
|
- April Hopkins
- 5 years ago
- Views:
Transcription
1 Viewing Cliff Lindsa, Ph.D. WPI
2 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 Virtual Camera
3 3D Viewing and View Volume Previousl: Lookat( ) to set camera position ow: Set view volume
4 Different View Volume Shapes Orthogonal view volume (no foreshortening) Perspective view volume (ehibits foreshortening) l Different view volume => different look l Foreshortening? ear objects bigger
5 View Volume Parameters l eed to set view volume parameters l Projec>on tpe: perspechve, orthographic, etc. l Field of view and aspect raho l ear and far clipping planes
6 Field of View l View volume parameter l Determines how much of world in picture (verhcall) l Larger field of view = smaller the objects are drawn field of view (view angle) center of projection θ
7 ear and Far Clipping Planes l Onl objects between near and far planes drawn ear plane Far plane
8 Viewing Frustrum l ear plane + far plane + field of view = Viewing Frustum l Objects outside the frustum are clipped ear plane Far plane Viewing Frustum
9 SeCng up View Volume/Projec>on Tpe l Previous OpenGL projechon commands deprecated!! l PerspecHve view volume/projechon: l gluperspec>ve(fov, aspect, near, far) or l glfrustum(lex, right, boyom, top, near, far) l Orthographic: l glortho(lex, right, boyom, top, near, far) l Useful funchons, so we implement similar in mv.js: l Perspec>ve(fov, aspect, near, far) or l Frustum(leX, right, boyom, top, near, far) l Ortho(leX, right, boyom, top, near, far) What are these arguments? et!
10 Perspec>ve(fov, aspect, near, far) l Aspect raho used to calculate window width ear plane fov w h Aspect = w / h near far
11 Frustum(leK, right, bomom, top, near, far) l Can use Frustrum( ) in place of Perspec>ve() l Same view volume shape, different arguments left top bottom right near far near and far measured from camera
12 Ortho(leK, right, bomom, top, near, far) l For orthographic projechon left top bottom right near far near and far measured from camera
13 Eample Usage: SeCng View Volume/Projec>on Tpe void displa() { // clear screen glclear(gl_color_buffer_bit);.. // Set up camera position LookAt(,,,,,,,,);.. // set up perspective transformation Perspective(fov, aspect, near, far); }.. // draw something displa_all(); // our displa routine
14 Review l SeZng Up & Moving The Camera l Look At FuncHon l View Volumes l ear & Far Clipping Planes
15 Taonom of Planar Geometric Projec>ons planar geometric projections parallel perspective multiview aonometric orthographic point 2 point 3 point oblique isometric dimetric trimetric 5
16 Perspec>ve Projec>on l AXer sezng view volume, then projechon transform l ProjecHon? l Classic: Converts 3D object to corresponding 2D on screen l How? Draw line from object to projechon center l Calculate where each cuts projechon plane
17 Orthographic Projec>on l How? Draw parallel lines from each object verte l The projechon center is at infinite l In short, use (,) coordinates, just drop coordinates Projection of Triangle in 2D Triangle In 3D
18 Homogeneous Coordinate Representa>on p = p = p = w p = Vertices before Projection Vertices after Projection default orthographic projection M = p p = Mp Default Projection Matri In prachce, can let M = I, set the term to ero later
19 Default View Volume/Projec>on? l What if ou user does not set up projechon? l Default on most sstems is orthogonal (Ortho( )); l To project points within default view volume p = p = p = Vertices before Projection Vertices after Projection Projection of Triangle in 2D Triangle In 3D
20 The Problem with Classic Projec>on l Keeps (,) coordintates for drawing, drops l We ma need. Wh? p = p = p = Classic Projection Loses value Projection of Triangle in 2D VerteTriangle In 3D
21 ormalia>on: Keeps Value l Most graphics sstems use view normalia-on l ormalia>on: convert all other projechon tpes to orthogonal projechons with the default view volume Perspec>ve transform matri Ortho transform matri Default view volume Clipping against it
22 Parallel Projec>on l normalia>on find 44 matri to transform user- specified view volume to canonical view volume (cube) User- specified View Volume Canonical View Volume For Eampl: glortho(left, right, bottom, top, near, far)
23 Parallel Projec>on: Ortho l Parallel projechon: 2 parts. Transla>on: centers view volume at origin l Thus translahon factors: - (right + lex)/2, - (top + boyom)/2, - (far+near)/2 ( right + left) / 2 ( top + bottom) / 2 ( far + near) / 2
24 Parallel Projec>on: Ortho 2. Scaling: reduces user- selected cuboid to canonical cube (dimension 2, centered at origin) l 2 right left Scaling factors: 2/(right - lex), 2/(top - boyom), 2/(far - near) 2 top bottom 2 far near
25 Parallel Projec>on: Ortho Concatenating Translation Scaling, we get Ortho Projection matri 2 right left 2 top bottom 2 far near X ( right + left) / 2 ( top + bottom) / 2 ( far + near) / 2 P = ST = 2 right left 2 top bottom 2 near far right left right left top + bottom top bottom far + near far near
26 Final Ortho Projec>on l Set = l Equivalent to the homogeneous coordinate transformahon l Hence, general orthogonal projechon in 4D is M orth = P = M orth ST
27 Perspec>ve Projec>on l ProjecHon map the object from 3D space to 2D screen Perspective() Frustrum( )
28 Perspec>ve Projec>on + Projection plane (,,) (,, ) (,,) Ee (COP) ear Plane Based on similar triangles: = - = -
29 Perspec>ve Projec>on l l So (*,*) projechon of point, (,,) unto near plane is given as: ( *, * ) umerical eample: =, Q. Where on the viewplane does P = (,.5, -.5) lie for a near plane at =? *, =, =,.5 =.5.5 ( * ) (.666,.333)
30 Pseudodepth l Classical perspechve projechon projects (,) coordinates to (*, *), drops coordinates Map to same (*,*) Compare their values (,,) l But we need to find closest object (depth teshng)!!!
31 Perspec>ve Transforma>on l Perspec>ve transforma>on maps actual distance of perspechve view volume to range [ to ] (Pseudodepth) for canonical view volume Actual depth Actual view volume We want perspective Transformation and OT classical projection!! ear Far Pseudodepth Canonical view volume Set scaling Pseudodepth = a + b et solve for a and b -
32 Perspec>ve Transforma>on using Pseudodepth l Choose a, b so as varies from ear to Far, pseudodepth * varies from to (canonical cube) l Boundar condihons l l ( *, *, *) * = - when = - * = when = - F a + b =,, ear Actual depth Actual view volume Z Far Pseudodepth Canonical view volume Z* -
33 Transforma>on of : Solve for a and b l Solving: a + b * = l Use boundar condihons l * = - when = - () l * = when = - F..(2) l Set up simultaneous equahons a + b = = a + b...() af + b = F = af + b...(2) F
34 Transforma>on of : Solve for a and b = a + F = af + b...() b...(2) l MulHpl both sides of () b - = a b...(3) l Add eqns (2) and (3) F + = a af a = F + F = ( F + )...(4) F l ow put (4) back into (3)
35 Transforma>on of : Solve for a and b l Put soluhon for a back into eqn (3) l So b F F + = ) ( b...(3) a = F F b + = ) ( F F F F F F F F b = + = + = 2 ) ( ) ( 2 2 F F a + = ) ( F F b = 2
36 What does this mean? l Original point in original view volume, transformed into * in canonical view volume a + b * = l where Original verte value ear Actual view volume Far ( F + ) a = F F b = 2 F Transformed verte * value - Canonical view volume
37 Homogenous Coordinates l Want to epress projechon transform as 44 matri l Previousl, homogeneous coordinates of P = (P,P,P) => (P,P,P,) l Introduce arbitrar scaling factor, w, so that P = (wp, wp, wp, w) (ote: w is non- ero) l For eample, the point P = (2,4,6) can be epressed as l (2,4,6,) l or (4,8,2,2) where w=2 l or (6,2,8,3) where w = 3, or. l To convert from homogeneous back to ordinar coordinates, first divide all four terms b w and discard 4 th term
38 Perspec>ve Projec>on Matri l Recall PerspecHve Transform l We have: l In matri form: + + = ) ( b a w b a w w w w w w w b a ( ) + = b a,, * *, *, * = * = b a + * = Perspective Transform Matri Original verte Transformed Verte Transformed Verte after dividing b 4 th term
39 Perspec>ve Projec>on Matri l In perspechve transform matri, alread solved for a and b: l So, we have transform matri to transform values + + = ) ( b a wp b ap w wp wp w wp wp wp b a F F a + = ) ( F F b = 2
40 Perspec>ve Projec>on l ot done et!! Can now transform! l l l l Also need to transform the = (lex, right) and = (boyom, top) ranges of viewing frustum to [-, ] Similar to Orthographic, we need to translate and scale previous matri along and to get final projechon transform matri we translate b l l (right + lex)/2 in - (top + boyom)/2 in Scale b: l l 2/(right lex) in 2/(top boyom) in top bottom left - right
41 Perspec>ve Projec>on l Translate along and to line up center with origin of CVV l l (right + lex)/2 in - (top + boyom)/2 in l MulHpl b translahon matri: ( right + left) / 2 ( top + bottom) / 2 top Line up centers Along and bottom left - right
42 Perspec>ve Projec>on l To bring view volume sie down to sie of of CVV, scale b l l 2/(right lex) in 2/(top boyom) in l MulHpl b scale matri: 2 right left 2 top bottom top Scale sie down along and bottom left - right
43 Perspec>ve Projec>on Matri glfrustum(left, right, bottom, top,, F) = near plane, F = far plane ) ( 2 2 F F F F bottom top bottom top bottom top left right left right left right ) / ( 2 ) / ( 2 2 b a bottom top left right bottom top left right Scale Final Perspective Transform Matri Translate Previous Perspective Transform Matri
44 ormalia>on Transforma>on distorted object projects correctl original clipping volume original object new clipping volume Top View of before & aker normalia>on
45 Implementa>on l Set modelview and projechon matrices in applicahon program l Pass matrices to shader void displa( ){... model_view = LookAt(ee, at, up); projection = Ortho(left, right, bottom,top, near, far); // pass model_view and projection matrices to shader gluniformmatri4fv(matri_loc,, GL_TRUE, model_view); gluniformmatri4fv(projection_loc,, GL_TRUE, projection);... }
46 Implementa>on l And the corresponding shader in vec4 vposition; in vec4 vcolor; Out vec4 color; uniform mat4 model_view; Uniform mat4 projection; void main( ) { gl_position = projection*model_view*vposition; color = vcolor; }
47
48 Recap
49 Recap
50
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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 informationThree-Dimensional Graphics III. Guoying Zhao 1 / 67
Computer Graphics Three-Dimensional Graphics III Guoying Zhao 1 / 67 Classical Viewing Guoying Zhao 2 / 67 Objectives Introduce the classical views Compare and contrast image formation by computer with
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 informationBuilding Models. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015
Building Models 1 Objectives Introduce simple data structures for building polygonal models Vertex lists Edge lists 2 Representing a Mesh Consider a mesh v 5 v 6 e e e 3 v 9 8 8 v e 4 1 e 11 e v v 7 7
More informationViewing 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 informationIntroduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL Ed Angel Classical Viewing Computer Graphics with WebGL Ed Angel, 204 Classical Viewing Viewing requires three basic elements - One or more objects - A viewer
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 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 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 informationCS452/552; EE465/505. Models & Viewing
CS452/552; EE465/505 Models & Viewing 2-03 15 Outline! Building Polygonal Models Vertex lists; gl.drawarrays( ) Edge lists: gl.drawelements( )! Viewing Classical Viewing Read: Viewing in Web3D Angel, Section
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 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 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 informationCS452/552; EE465/505. Intro to Lighting
CS452/552; EE465/505 Intro to Lighting 2-10 15 Outline! Projection Normalization! Introduction to Lighting (and Shading) Read: Angel Chapter 5., sections 5.4-5.7 Parallel Projections Chapter 6, sections
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 informationComputer Viewing. Prof. George Wolberg Dept. of Computer Science City College of New York
Computer Viewing Prof. George Wolberg Dept. of Computer Science City College of New York Objectives Introduce the mathematics of projection Introduce OpenGL viewing functions Look at alternate viewing
More informationBuilding Models. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science
Building Models CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science 1 Objectives Introduce simple data structures for building polygonal models - Vertex lists - Edge
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 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 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 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 informationAnnouncement. Project 1 has been posted online and in dropbox. Due: 11:59:59 pm, Friday, October 14
Announcement Project 1 has been posted online and in dropbox Due: 11:59:59 pm, Friday, October 14 Project 1: Interactive Viewing of Two Teapots How to create a teapot? Before OpenGL 3., glutsolidteapot
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 informationVirtual Cameras and The Transformation Pipeline
Virtual Cameras and The Transformation Pipeline Anton Gerdelan gerdela@scss.tcd.ie with content from Rachel McDonnell 13 Oct 2014 Virtual Camera We want to navigate through our scene in 3d Solution = create
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 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 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 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 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 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 informationNotes on Assignment. Notes on Assignment. Notes on Assignment. Notes on Assignment
Notes on Assignment Notes on Assignment Objects on screen - made of primitives Primitives are points, lines, polygons - watch vertex ordering The main object you need is a box When the MODELVIEW matrix
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 information3D 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 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/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 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 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 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 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 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 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 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 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 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 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 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 informationCS452/552; EE465/505. Review & Examples
CS452/552; EE465/505 Review & Examples 2-05 15 Outline Review and Examples:! Shaders, Buffers & Binding! Example: Draw 3 Triangles Vertex lists; gl.drawarrays( ) Edge lists: gl.drawelements( )! Example:
More informationRasterization 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 informationComputer Viewing. CITS3003 Graphics & Animation. E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley
Computer Viewing CITS3003 Graphics & Animation E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley 2012 1 Objectives Introduce the mathematics of projection Introduce OpenGL viewing
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 information2D and 3D Viewing Basics
CS10101001 2D and 3D Viewing Basics Junqiao Zhao 赵君峤 Department of Computer Science and Technology College of Electronics and Information Engineering Tongji University Viewing Analog to the physical viewing
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 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 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 informationComputer Viewing and Projection. Overview. Computer Viewing. David Carr Fundamentals of Computer Graphics Spring 2004 Based on Slides by E.
INSTITUTIONEN FÖR SYSTEMTEKNIK LULEÅ TEKNISKA UNIVERSITET Computer Viewing and Projection David Carr Fundamentals of Computer Graphics Spring 24 Based on Slides by E. Angel Projection 1 L Overview Computer
More informationComputer Graphics. 2D Transforma5ons. Review Vertex Transforma5ons 2/3/15. adjust the zoom. posi+on the camera. posi+on the model
/3/5 Computer Graphics D Transforma5ons Review Verte Transforma5ons posi+on the model posi+on the camera adjust the zoom verte shader input verte shader output, transformed /3/5 From Object to World Space
More informationComp 410/510 Computer Graphics Spring Programming with OpenGL Part 4: Three Dimensions
Comp 410/510 Computer Graphics Spring 2018 Programming with OpenGL Part 4: Three Dimensions Objectives Develop a bit more sophisticated three-dimensional example - Rotating cube Introduce hidden-surface
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 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 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 informationRealtime 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 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 informationOn the Midterm Exam. Monday, 10/17 in class. Closed book and closed notes. One-side and one page cheat sheet is allowed. A calculator is allowed
On the Midterm Exam Monday, 1/17 in class Closed book and closed notes One-side and one page cheat sheet is allowed A calculator is allowed Covers the topics until the class on Wednesday, 1/12 Take-home
More information3D Polygon Rendering. Many applications use rendering of 3D polygons with direct illumination
Rendering Pipeline 3D Polygon Rendering Many applications use rendering of 3D polygons with direct illumination 3D Polygon Rendering What steps are necessary to utilize spatial coherence while drawing
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 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 informationWhat 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 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 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 informationIntroduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science Laboratory University of New Mexico 1 Computer Viewing
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 informationChapter 5-3D Camera & Optimizations, Rasterization
Chapter 5-3D Camera Optimizations, Rasterization Classical Viewing Taxonomy 3D Camera Model Optimizations for the Camera How to Deal with Occlusion Rasterization Clipping Drawing lines Filling areas Based
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 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/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 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 informationShadows. Prof. George Wolberg Dept. of Computer Science City College of New York
Shadows Prof. George Wolberg Dept. of Computer Science City College of New York Objectives Introduce Shadow Algorithms Expand to projective textures 2 Flashlight in the Eye Graphics When do we not see
More informationGraphics Pipeline : Geometric Operations
Graphics Pipeline : Geometric Operations Uniersit of Calgar GraphicsJungle Project CPSC 587 25 page Vieing transformation Tools for creating an manipulating a camera that prouces pictures of a 3D scene
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 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 informationOrthogonal Projection Matrices. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015
Orthogonal Projection Matrices 1 Objectives Derive the projection matrices used for standard orthogonal projections Introduce oblique projections Introduce projection normalization 2 Normalization Rather
More informationRecall: Indexing into Cube Map
Recall: Indexing into Cube Map Compute R = 2(N V)N-V Object at origin Use largest magnitude component of R to determine face of cube Other 2 components give texture coordinates V R Cube Map Layout Example
More information3D computer graphics: geometric modeling of objects in the computer and rendering them
SE313: Computer Graphics and Visual Programming Computer Graphics Notes Gazihan Alankus, Spring 2012 Computer Graphics 3D computer graphics: geometric modeling of objects in the computer and rendering
More informationComputer 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