Computer Graphics. Bing-Yu Chen National Taiwan University The University of Tokyo
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1 Computer Graphics Bing-Yu Chen National Taiwan Universit The Universit of Toko
2 Viewing in 3D 3D Viewing Process Classical Viewing and Projections 3D Snthetic Camera Model Parallel Projection Perspective Projection 3D Clipping for Canonical View Volume
3 3D Viewing Process Clip against view volume Project onto projection plane Transform into viewport in 2D device coordinates for displa 3D world-coordinate output primitives Clipped world coordinates 2D device coordinates 2
4 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 on the relationship among these elements The viewer picks up the object and orients it how she would like to see it Each object is assumed to constructed from flat principal faces Buildings, polhedra, manufactured objects 3
5 Classical Projections Front elevation Elevation oblique Plan oblique Isometric One-point perspective Three-point perspective 5
6 3D Snthetic Camera Model The snthetic camera model involves two components, specified independentl: objects (a.k.a geometr) viewer (a.k.a camera) 6
7 Imaging with the Snthetic Camera projector P image plane projection of P center of projection The image is rendered onto an image plane or project plane (usuall in front of the camera). Projectors emanate from the center of projection (COP) at the center of the lens (or pinhole). The image of an object point P is at the intersection of the projector through P and the image plane. 7
8 Specifing a Viewer Camera specification requires four kinds of parameters: Position: the COP. Orientation: rotations about aes with origin at the COP. Focal length: determines the sie of the image on the film plane, or the field of view. Film plane: its width and height, and possibl orientation. 8
9 Projections Projections transform points in n-space to m-space, where m < n. In 3D, we map points from 3-space to the projection plane (PP) along projectors emanating from the center of projection (COP). PP COP There are two basic tpe of projections: Perspective distance from COP to PP finite Parallel distance from COP to PP infinite 9
10 Perspective vs. Parallel Projections Computer graphics treats all projections the same and implements them with a single pipeline Classical viewing developed different techniques for drawing each tpe of projection Fundamental distinction is between parallel and perspective viewing even though mathematicall parallel viewing is the limit of perspective viewing
11 Perspective vs. Parallel Projections
12 Taonom of Planar Geometric Projections planar geometric projections parallel perspective multiview aonometric orthographic point 2 point 3 point oblique isometric dimetric trimetric 2
13 Orthographic Projection Projectors are orthogonal to projection surface 3
14 Multiview Orthographic Projection Projection plane parallel to principal face Usuall form front, top, side views isometric (not multiview orthographic view) front in CAD and architecture, we often displa three multiviews plus isometric top side 4
15 Advantages and Disadvantages Preserves both distances and angles Shapes preserved Can be used for measurements Building plans Manuals Cannot see what object reall looks like because man surfaces hidden from view Often we add the isometric 5
16 Aonometric Projections Allow projection plane to move relative to object classif b how man angles of a corner of a projected cube are the same none: trimetric two: dimetric three: isometric q q 3 q 2 6
17 Tpes of Aonometric Projections Dimetric Trimetric Isometric 7
18 Advantages and Disadvantages Lines are scaled (foreshortened) but can find scaling factors Lines preserved but angles are not Projection of a circle in a plane not parallel to the projection plane is an ellipse Can see three principal faces of a bo-like object Some optical illusions possible Parallel lines appear to diverge Does not look real because far objects are scaled the same as near objects Used in CAD applications 8
19 Oblique Projection Arbitrar relationship between projectors and projection plane 9
20 Advantages and Disadvantages Can pick the angles to emphasie a particular face Architecture: plan oblique, elevation oblique Angles in faces parallel to projection plane are preserved while we can still see around side In phsical world, cannot create with simple camera; possible with bellows camera or special lens (architectural) 2
21 Truncated View Volume for an Orthographic Parallel Projection Front Clipping plane View plane VRP Back Clipping plane VPN DOP F B 24
22 The Mathematics of Orthographic Parallel Projection Projection plane p View along ais View along ais p Projection plane P(,, ) P(,, ) p M ort ; p ; p 25
23 Perspective Projection Projectors converge at center of projection 27
24 Truncated View Volume for an Perspective Projection Front Clipping plane View plane VRP Back Clipping plane VPN F B 28
25 Perspective Projection (Pinhole Camera) P(,, ) P(,, ) d d p p View along ais View along ais Projection plane Projection plane / / ; / ; d M d d d d per p p p p 29
26 Perspective Division However W, so we must divide b W to return from homogeneous coordinates d d P M W Z Y X per p p p / d d d W Z W Y W X p p p, /, /,,,, 3
27 Vanishing Points Parallel lines (not parallel to the projection plan) on the object converge at a single point in the projection (the vanishing point) Drawing simple perspectives b hand uses these vanishing point(s) vanishing point 33
28 Three-Point Perspective No principal face parallel to projection plane Three vanishing points for cube 34
29 Two-Point Perspective On principal direction parallel to projection plane Two vanishing points for cube 35
30 One-Point Perspective One principal face parallel to projection plane One vanishing point for cube 36
31 Canonical View Volume for Orthographic Parallel Projection or - Back plane - Front plane - = -, = -, = =, =, = - 38
32 Clipping Lines F D D D E B A C H H J B A C H Clip rectangle G G I J I G t( ) t( )
33 The Cohen-Sutherland Line-Clipping Algorithm 2 3 X min X ma Y min Y ma Clip rectangle
34 The Cohen-Sutherland Line-Clipping Algorithm D C B A H I G F Clip rectangle E
35 Clipping Polgons Clip rectangle
36 The Sutherland-Hodgman Polgon-Clipping Algorithm Clip rectangle Right clip boundar Top clip boundar Bottom clip boundar Left clip boundar
37 The Sutherland-Hodgman Polgon-Clipping Algorithm Inside Outside Inside Outside Inside Outside Inside Outside p s s p: second output Polgon being clipped p s p:output s i: first Clip i:output output boundar Case Case 2 Case 3 Case 4 (no output)
38 The Etension of the Cohen-Sutherland Algorithm bit point is above view volume > bit 2 point is below view volume < - bit 3 point is right of view volume > bit 4 point is left of view volume < - bit 5 point is behind view volume < - bit 6 point is in front of view volume > 45
39 Intersection of a 3D Line a line from to can be represented as so when = t ),, ( P ),, ( P ) ( ) ( ) ( t t t ) )( ( ) )( ( 46
40 Canonical View Volume for Perspective Projection or - Back plane - Front plane - =, =, = - min = -, = -, = - 47
41 The Etension of the Cohen-Sutherland Algorithm bit point is above view volume > - bit 2 point is below view volume < bit 3 point is right of view volume > - bit 4 point is left of view volume < bit 5 point is behind view volume < - bit 6 point is in front of view volume > min 48
42 Intersection of a 3D Line so when = ) ( ) ( ) )( ( ) ( ) ( ) )( ( 49
43 Clipping in Homogeneous Coordinates Wh clip in homogeneous coordinates? it is possible to transform the perspective-projection canonical view volume into the parallel-projection canonical view volume M min min min, min 5
44 Clipping in Homogeneous Coordinates The corresponding plane equations are X = -W X = W Y = -W Y = W Z = -W Z = 5
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