Chap 7, 2008 Spring Yeong Gil Shin
|
|
- Angelica Cooper
- 5 years ago
- Views:
Transcription
1 Three-Dimensional i Viewingi Chap 7, 28 Spring Yeong Gil Shin
2 Viewing i Pipeline H d fi i d? How to define a window? How to project onto the window?
3 Rendering "Create a picture (in a synthetic camera) Specification of projection type Specification of viewing parameters: viewer's eye, viewing plane (viewing coordinates) Clipping in 3D: window, view volume Projection : the transformation of points from a coordinate system in n dimensions to a coordinate system in m dimensions where m<n Display: view port
4 General 3D Viewing i Pipeline Modeling coordinates (MC) World coordinates (WC) Viewing coordinates (VC) VRC, camera position Projection coordinates (PC) window, projection type Normalied coordinates (NC) Device coordinates (DC) view port in a screen
5 Projections Projection coordinate system: left-handed Core, DirectX why? h? - screen coordinate system is left-handed d right-handed - GKS, PHIGS, OpenGL, DirectX Projection plane (view plane): viewing surface where objects are projected. v n u
6 Viewing-Coordinate Parameters View reference point (VRP) The viewing origin in WC : Eye position, camera position View-plane (Projection plane) Locates on view ais : vp Perpendicular to view Viewing Coordinate : uvn Defined by P, N, VUP P = (, y, )
7 Viewing-Coordinate Parameters How we specify a view plane normal vector N [Way I] The origin of WC to a selected point position [Way II] The direction from a reference point P ref to the viewing origin: N = P P ref P ref : look-at point Viewing direction: N
8 Viewing-Coordinate Parameters View-up vector: VUP Specified in the world coordinates Used to establish the positive direction for the y view ais VUP should be perpendicular to N, but it can be difficult to a direction for VUP that is precisely perpendicular p to N y view VUP view N P = VRP view
9 Viewing-Coordinate Reference Frame (VRC) The camera orientation is determined by viewing reference frame view, y view, view (or uvn) The origin of the viewing reference frame : P (= VRP) uvn is called View Reference Coordinate (VRC) n = N = ( n, n y, n ) N VUP n u = VUP v = n u = ( u, u y, u = ( v, vy, v ) ) n VUP N v P View plane w.r.t. VRC u
10 World-to-Viewing Transformation Transformation from WC to VRC Translate the viewing-coordinate origin to the worldcoordinate origin Apply rotations to align the u, v, n aes with the world w, y w, w aes, respectively u v n
11 World-to-Viewing Transformation y v v v u u u y y T R = = n n n y y T R u n v P P u y u u u = =, P n P v T R M y y vc wc n n n v v v
12 Eample of VRC WC Given R VUP R R y R R = = VPN = VUP = R VUP VUP = 2.5 = det 2.5 = R R R R ( ) ( ) ( 6, 8, 7.5) i 6. j 8. = (.8,.6,.) VPN = (.48,.64,.6), k 7.5 = (.35,.48,.8) = 2.5 VUP ( ) R R R R = y y
13 Hierarchy of plane geometric projections plane geometric projections parallel perspective orthographic aonometric oblique trimetric cavalier cabinet dimetric isometric single-point two-point three-point
14 Parallel l Projections Parallel l direction of projection (DOP) Direction of projection (DOP) same for all points The parallel l projection of fthe point t( (,y,) on the y-plane gives ( + a,y + b,) When a = b =, the projection is said to be orthographic or orthogonal. Otherwise, it is oblique. Preserves relative dimension Orthographic parallel projections The direction of projection is normal to the projection plane Architectural, engineering drawings
15 Aonometric Parallel Projection Orthographic h parallel l projection that displays more than one face of an object Projection plane intersects each principal ais Classify by how many identical angles of a corner of a projected cube. Three: isometric Two: dimetric None : trimetric t i
16 Oblique Parallel Projections Parallel projection of which DOP (Direction of projection) is not perpendicular to the projection plane Only faces of the object parallel to the projection plane are shown true sie and shape DOP α A' B' Α Β C AB = A' B' B' C' = BC 2 α = arctan(/ 2) = C ' )
17 Oblique Parallel Projections cavalier projections DOP 45 cabinet projections DOP 63.4
18 Perspective vs. Parallel Projections Perspective Parallel
19 Perspective Projections Lines that are not parallel l to the projection plane converge to a a single point in the projection (the vanishing point) Lines parallel to one of the major ais come to a vanishing point, these are called (principle) ais vanishing points. Only three ais vanishing points in 3D space. Vanishing point
20 Projection Types
21 Projections Window a rectangular region on the projection plane Projection Reference Point (PRP) PRP is specified in the VRC system In general, (,,) Direction of projection (DOP): in a parallel projection, PRP CW Center of projection (COP): in a perspective projection, PRP = COP COP=PRP v u n window CW (Center of Window) Projection Plane
22 View Volume (View Frustum) 3D clipping region where we can see Defined by front and back clipping planes (which are parallel to view plane) (,,) (right,top,near) COP (left,bottom,near) far near,far are positive
23 Create a View Volume (left, top) far v near (right, bottom) u n CW is not aligned n-ais (left, right, top, bottom, near, far) n width far height v near u CW is aligned n-ais (width, height, ht near, far) n far CW is aligned n-ais v near (field of view, aspect, near, far) aspect = width/height u field of view
24 3D Viewing i ) Establishing a View Reference Coordinate System User supply the following parameters the view reference point (VRP) - in WC VPN - a vector in WC VUP - a vector in WC v n VRP u
25 3D Viewingi 2) View Mapping (WC VRC NPC) the projection type the Projection Reference Point (PRP) a view plane distance (= vp ) In DirectX, view plane is identical to near plane a back plane and a front plane distance 3) device-dependent dependent transformation v n PRP u
26 Planar Geometric Projections Mathematics of Planar Geometric Projections y P(,y,) P p ( p,y p,d) COP d Centre of projection at the origin Centre of projection at the origin Projection plane at =d
27 Planar Geometric Projections = = y d y d p p ; P(,y,) P (,y,d) = = = = d y y d y d d p p / ; / P p ( p,y p,d) d y P M Y X = = y d P M W Z per / = = d d y d y W X W Y W X d W p p p, /, / ),, (,, / d d W W W / /
28 Normaliing i Transformation Transform an arbitrary parallel- or perspectiveprojection view volume into the normalied or canonical view volume (in DirectX) or y or y - B - F - B - F parallel-projection canonical view volume - - perspective-projection canonical view volume
29 Normaliing i Transformation OpenGL
30 Normaliing transformation for parallel projections. Translate VRP to the origin of the WC 2. Rotate VRC such that n ais = ais, u ais = ais and v ais = y ais. (By & 2, transformation from WCS to VRC) 3. Shear so the direction of projection parallel to the ais. (not necessary for orthographic projections) 4. Translate and scale into the parallel-projection canonical view volume
31 Normaliing transformation for parallel projections [Step2] R ( θ ) R ( φ ) R ( α ) ( y VUP n Or use orthogonal matri properties v VRP VPN R u VPN VUP R = R = R y = R R VPN VUP R r r2 r3 ry r2y r3y R = r r r 2 3
32 Normaliing transformation for parallel projections [Step 3] shearing after step2, VRC = WC DOP = CW - PRP y DOP y VPN DOP - VPN -
33 Normaliing transformation for parallel projections -component of DOP is invariant. a b SH a b (, ) = DOP = CW PRP = dop wc DOP' = a dop = dop, a b DOP dopy b = dop ( dop dop ) wc = y dop
34 Normaliing transformation for parallel projections View volume after transformation steps to 3 y (u ma, v ma, B) - Step4 B - - or y F (u min, v min, F) -
35 Normaliing transformation for parallel projections [Step 4] translate and scale. Translate satethe front center of the view volume ou uma + umin v + vmin T = ma par T,, F Scale to the 2 2 sie 2 2 S par = S,, uma umin vma vmin F B
36 Normaliing transformation for perspective projection. Translate VRP to the origin of the WC: T( VRP) 2. Rotate VRC such that n ais = ais, u ais = ais and v ais = y ais 3. Translate such that PRP=(prp u, prp v, prp n ) is at the origin: T( PRP) 4. Shear so the center line of the view volume becomes the -ais 5. (Scale such that the view volume becomes the canonical perspective view volume.)
37 Normaliing transformation for perspective projection After step,2,3 Step 4 v n u PRP v n u
38 Normaliing transformation for perspective projection [Step 4] shearing shear so that CW PRP is into ais SH per = Sh par Another Way: VRP' = SH per T(-PRP) [ ] T component of VRP': vrp = prp n PRP
39 Normaliing transformation for perspective projection [Step 5] scale. Scale and y to give the sloped planes bounding the view-volume unit slope. Scale the window so its half-height eg tand half-width are both vrp scale : y scale : 2 vrp' ( u ma u min ) 2 vrp' ( v ma v min )
40 Normaliing transformation for perspective projection 2. Scale uniformly all three aes such that the back clipping plane =vrp +B becomes. scale factor: /(vrp +B) Perspective scale transformation S per = 2vrp' 2vrp' S,, ( uma umin )( vrp' + B) ( vma vmin )( vrp' + B) ( vrp' + B)
41 DirectX: Viewing Transformation How to define VRC Eye-Point (= VRP) Look-At Position Look-At Position Eye-Point N Up-Vector ( v) v Eye n y LHS Up-vector Look-at Synta D3DXMATRIX *D3DXMatriLookAtLH( D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye, CONST D3DXVECTOR3 *pat, CONST D3DXVECTOR3 *pup ); Parameters pout : Pointer to the D3DXMATRIX structure that is the result of the operation. peye : Pointer to the D3DXVECTOR3 structure that defines the eye point. pat : Pointer to the D3DXVECTOR3 structure that defines the camera look-at target. pup : Pointer to the D3DXVECTOR3 structure that defines the current world's up, usually [,, ]. u
42 DirectX: Perspective Projection Transformation When CW aligns n-ais Synta D3DXMATRIX *D3DXMatriPerspectiveFovLH( D3DXMATRIX *pout, FLOAT fovy, FLOAT Aspect, FLOAT n, FLOAT f ); Parameters pout : Pointer to the D3DXMATRIX structure that is the result of the operation. fovy : Field of view in the y direction, in radians. Aspect : Aspect ratio, defined as view space width divided by height. n : Z-value of the near view-plane. n f : Z-value of the far view-plane. v u near far
43 DirectX: Perspective Projection Transformation When CW does not align n-ais Synta D3DXMATRIX *D3DXMatriPerspectiveOffCenterLH (D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT n, FLOAT f ); Parameters pout : Pointer to the D3DXMATRIX structure that is the result of the operation. l : Minimum -value of the view volume. r : Maimum -value of the view volume. n b : Minimum y-value of the view volume. t : Maimum y-value of the view volume. n : Minimum -value of the view volume. f : Maimum -value of the view volume. far v u near
44 DirectX: Orthographic Parallel Projection Transformation Synta D3DXMATRIX *WINAPI D3DXMatriOrthoLH( D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT n, FLOAT f ); Parameters pout : Pointer to the D3DXMATRIX structure that contains the resulting matri. w : Width of the view volume. h : Height of the view volume. n : Minimum -value of the view volume which is referred to as -near. f : Maimum -value of the view volume which is referred to as -far. w n v u near far h
45 DirectX: Oblique Parallel Projection Transformation Synta D3DXMATRIX *D3DXMatriOrthoOffCenterLH (D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT n, FLOAT f ); Parameters pout : Pointer to the D3DXMATRIX structure that is the result of the operation. l : Minimum -value of view volume. r : Maimum -value of view volume. b : Minimum y-value of view volume. t : Maimum y-value of view volume. n : Minimum -value of the view volume. f : Maimum -value of the view volume. far v near u n
46 3D Clipping i For orthographic projection, view volume is a bo For perspective p projection, view volume is a frustum left Near clipping plane Far clipping plane. right Need to calculate intersection with 6 planes
47 3D Clipping i Clipping is efficiently done on the normalied view volume. The canonical parallel projection view volume is defined by:, y, Clip primitives against this view volume
48 3D Region Coding for Clipping 3-D Etension of 2-D Cohen-Sutherland Algorithm For parallel-projection canonical view volume : Bit - point is above view volume: y > Bit 2 - point is below view volume: y < Bit 3 - point is right of view volume: > Bit 4 - point is left view volume: < Bit 5 - point is behind view volume: < Bit 6 - point is in front of view volume: > B or y F
49 3D Region Coding for Clipping
50 3D Region Coding for Clipping For perspective-projection canonical view volume y + F y=- B - - Bit - Point is above view volume y > Bit 2 - Point is below view volume y < Bit 3 - Point is right of view volume > Bit 4 - Point is left of view volume < Bit 5 - Point is behind view volume < - y= Bit 6 - Point is in front of view volume > min
51 Clipping and Homogeneous Coordinates Efficient to transform frustum into perspective canonical view volume unit slope planes Even better to transform to parallel canonical view volume Clipping i must be done in homogeneous coordinates We do not need to [X,Y,Z,W] [,y,,] for the clipped region Points in homogeneous coordinate can appear with W and cannot be clipped properly in 3D
52 Clipping and Homogeneous Coordinates 3D parallel projection volume is defined by:, y, Replace by X/W,Y/W,Z/W: X/W, Y/W, Z/W Corresponding plane equations are : X= W, X=W, Y= W, Y=W, Z= W, Z= If W>, multiplication li by W does not change sign. W>: W X W, W Y W, W Z However if W<, need to change sign : W<: W X W, W Y W, W Z
53 Clipping and Homogeneous Coordinates For the canonical parallel projection volume:,, yy, To clip to = (left): Homogeneous coordinate: Clip to X/W = Homogeneous plane: W+X = Point is visible if W+X >
54 Clipping and Homogeneous Coordinates The intersection of the line segment with a clipping plane: P 2 = ( α)p + αp and w + = [( α) w + αw2 ] + [( α) + α2] = α = (w + + w 2 ) (w ) Repeat for remaining boundaries : other Near and Far clipping planes
55 Clipping and Homogeneous Coordinates (eample) P = [ 2, y*, *,2] P = [, y2*, 2*, 2 ] 2 OB region P 2 P α = P (w + w 2 + ) (w 2 2 ) ( 2) ( 2) 2 = = = [ 2, y * 8 ( * *), * 8 ( * 3 + y 9 2 y * *), 2 ] 3 Projected - coordinate of P* = w * =
56 Points in Homogeneous Coordinates W Region A P =[ 2 3 4] T W= Projection of P and dp 2 onto W= plane X or Y Region B P 2 =[ 2 3 4] T Need to consider both regions when Performing clipping
57 Lines in Homogeneous Coordinates Could clip twice once for region B, once for region A. Epensive Check for negative W values and negate points before clipping P W Projection of points W= X P2
58 Lines in Homogeneous Coordinates P W Clipped lines W=X W= X W= X P2
59 3D Polygon Clipping Algorithms Bounding bo or sphere test for early rejection Sutherland-Hodgman and Weiler-Atherton algorithms can be generalied
60 What s Net
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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 informationTransforms II. Overview. Homogeneous Coordinates 3-D Transforms Viewing Projections. Homogeneous Coordinates. x y z w
Transforms II Overvie Homogeneous Coordinates 3- Transforms Vieing Projections 2 Homogeneous Coordinates Allos translations to be included into matri transform. Allos us to distinguish beteen a vector
More informationCS488. Implementation of projections. Luc RENAMBOT
CS488 Implementation of projections Luc RENAMBOT 1 3D Graphics Convert a set of polygons in a 3D world into an image on a 2D screen After theoretical view Implementation 2 Transformations P(X,Y,Z) Modeling
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 information3D 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 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 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 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 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 informationCS 325 Computer Graphics
CS 325 Computer Graphics 02 / 29 / 2012 Instructor: Michael Eckmann Today s Topics Questions? Comments? Specifying arbitrary views Transforming into Canonical view volume View Volumes Assuming a rectangular
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 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 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 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 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 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 informationExamples. Clipping. The Rendering Pipeline. View Frustum. Normalization. How it is done. Types of operations. Removing what is not seen on the screen
Computer Graphics, Lecture 0 November 7, 006 Eamples Clipping Types of operations Accept Reject Clip Removing what is not seen on the screen The Rendering Pipeline The Graphics pipeline includes one stage
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 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 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 informationComputer 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 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 informationToday. Rendering pipeline. Rendering pipeline. Object vs. Image order. Rendering engine Rendering engine (jtrt) Computergrafik. Rendering pipeline
Computergrafik Today Rendering pipeline s View volumes, clipping Viewport Matthias Zwicker Universität Bern Herbst 2008 Rendering pipeline Rendering pipeline Hardware & software that draws 3D scenes on
More 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 informationChapter 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 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 informationComputer Graphics Viewing Objective
Computer Graphics Viewing Objective The aim of this lesson is to make the student aware of the following concepts: Window Viewport Window to Viewport Transformation line clipping Polygon Clipping Introduction
More informationCOMP30019 Graphics and Interaction Perspective & Polygonal Geometry
COMP30019 Graphics and Interaction Perspective & Polygonal Geometry Department of Computing and Information Systems The Lecture outline Introduction Perspective Geometry Virtual camera Centre of projection
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 informationOverview 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 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 informationProjection Lecture Series
Projection 25.353 Lecture Series Prof. Gary Wang Department of Mechanical and Manufacturing Engineering The University of Manitoba Overview Coordinate Systems Local Coordinate System (LCS) World Coordinate
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 informationSE Mock Online Retest 2-CG * Required
SE Mock Online Retest 2-CG * Required 1. Email address * 2. Name Of Student * 3. Roll No * 4. Password * Untitled Section 5. 10. A transformation that slants the shape of objects is called the? shear transformation
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 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 information7. 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 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 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 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 informationGeometry: Outline. Projections. Orthographic Perspective
Geometry: Cameras Outline Setting up the camera Projections Orthographic Perspective 1 Controlling the camera Default OpenGL camera: At (0, 0, 0) T in world coordinates looking in Z direction with up vector
More informationComputer Graphics. Chapter 10 Three-Dimensional Viewing
Computer Graphics Chapter 10 Three-Dimensional Viewing Chapter 10 Three-Dimensional Viewing Part I. Overview of 3D Viewing Concept 3D Viewing Pipeline vs. OpenGL Pipeline 3D Viewing-Coordinate Parameters
More 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 informationCOMP30019 Graphics and Interaction Perspective Geometry
COMP30019 Graphics and Interaction Perspective Geometry Department of Computing and Information Systems The Lecture outline Introduction to perspective geometry Perspective Geometry Virtual camera Centre
More informationViewing Transformation
Viewing and Projection Transformations Projective Rendering Pipeline OCS WCS VCS modeling transformation Mm.odd viewing transformation Mview OCS - object coordinate system WCS - world coordinate system
More informationQUESTION BANK 10CS65 : COMPUTER GRAPHICS AND VISUALIZATION
QUESTION BANK 10CS65 : COMPUTER GRAPHICS AND VISUALIZATION INTRODUCTION OBJECTIVE: This chapter deals the applications of computer graphics and overview of graphics systems and imaging. UNIT I 1 With clear
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 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 informationChap 3 Viewing Pipeline Reading: Angel s Interactive Computer Graphics, Sixth ed. Sections 4.1~4.7
Chap 3 Viewing Pipeline Reading: Angel s Interactive Computer Graphics, Sixth ed. Sections 4.~4.7 Chap 3 View Pipeline, Comp. Graphics (U) CGGM Lab., CS Dept., NCTU Jung Hong Chuang Outline View parameters
More informationViewing 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 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 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 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 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 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 information15. Clipping. Projection Transformation. Projection Matrix. Perspective Division
15. Clipping Procedures for eliminating all parts of primitives outside of the specified view volume are referred to as clipping algorithms or simply clipping This takes place as part of the Projection
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 information3D Rendering Pipeline (for direct illumination)
Clipping 3D Rendering Pipeline (for direct illumination) 3D Primitives 3D Modeling Coordinates Modeling Transformation Lighting 3D Camera Coordinates Projection Transformation Clipping 2D Screen Coordinates
More informationCMSC427 Transformations II: Viewing. Credit: some slides from Dr. Zwicker
CMSC427 Transformations II: Viewing Credit: some slides from Dr. Zwicker What next? GIVEN THE TOOLS OF The standard rigid and affine transformations Their representation with matrices and homogeneous coordinates
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 informationINTRODUCTION TO COMPUTER GRAPHICS. It looks like a matrix Sort of. Viewing III. Projection in Practice. Bin Sheng 10/11/ / 52
cs337 It looks like a matrix Sort of Viewing III Projection in Practice / 52 cs337 Arbitrary 3D views Now that we have familiarity with terms we can say that these view volumes/frusta can be specified
More informationLecture 3 Sections 2.2, 4.4. Mon, Aug 31, 2009
Model s Lecture 3 Sections 2.2, 4.4 World s Eye s Clip s s s Window s Hampden-Sydney College Mon, Aug 31, 2009 Outline Model s World s Eye s Clip s s s Window s 1 2 3 Model s World s Eye s Clip s s s Window
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 informationViewing 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 informationI N T R O D U C T I O N T O C O M P U T E R G R A P H I C S
3D Viewing: the Synthetic Camera Programmer s reference model for specifying 3D view projection parameters to the computer General synthetic camera (e.g., PHIGS Camera, Computer Graphics: Principles and
More informationOverview. Pipeline implementation I. Overview. Required Tasks. Preliminaries Clipping. Hidden Surface removal
Overview Pipeline implementation I Preliminaries Clipping Line clipping Hidden Surface removal Overview At end of the geometric pipeline, vertices have been assembled into primitives Must clip out primitives
More informationUNIT 2 2D TRANSFORMATIONS
UNIT 2 2D TRANSFORMATIONS Introduction With the procedures for displaying output primitives and their attributes, we can create variety of pictures and graphs. In many applications, there is also a need
More informationProjections. Brian Curless CSE 457 Spring Reading. Shrinking the pinhole. The pinhole camera. Required:
Reading Required: Projections Brian Curless CSE 457 Spring 2013 Angel, 5.1-5.6 Further reading: Fole, et al, Chapter 5.6 and Chapter 6 David F. Rogers and J. Alan Adams, Mathematical Elements for Computer
More 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 informationCS602 Midterm Subjective Solved with Reference By WELL WISHER (Aqua Leo)
CS602 Midterm Subjective Solved with Reference By WELL WISHER (Aqua Leo) www.vucybarien.com Question No: 1 What are the two focusing methods in CRT? Explain briefly. Page no : 26 1. Electrostatic focusing
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 informationGame Architecture. 2/19/16: Rasterization
Game Architecture 2/19/16: Rasterization Viewing To render a scene, need to know Where am I and What am I looking at The view transform is the matrix that does this Maps a standard view space into world
More informationViewing. Cliff Lindsay, Ph.D. WPI
Viewing Cliff Lindsa, Ph.D. WPI Building Virtual Camera Pipeline l Used To View Virtual Scene l First Half of Rendering Pipeline Related To Camera l Takes Geometr From ApplicaHon To RasteriaHon Stages
More informationComputer Graphics Viewing
Computer Graphics Viewing What Are Projections? Our 3-D scenes are all specified in 3-D world coordinates To display these we need to generate a 2-D image - project objects onto a picture plane Picture
More informationLecture 6 Sections 4.3, 4.6, 4.7. Wed, Sep 9, 2009
Lecture 6 Sections 4.3, 4.6, 4.7 Hampden-Sydney College Wed, Sep 9, 2009 Outline 1 2 3 4 re are three mutually orthogonal axes: the x-axis, the y-axis, and the z-axis. In the standard viewing position,
More informationOpenGL Transformations
OpenGL Transformations R. J. Renka Department of Computer Science & Engineering University of North Texas 02/18/2014 Introduction The most essential aspect of OpenGL is the vertex pipeline described in
More 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 informationFigure 1. Lecture 1: Three Dimensional graphics: Projections and Transformations
Lecture 1: Three Dimensional graphics: Projections and Transformations Device Independence We will start with a brief discussion of two dimensional drawing primitives. At the lowest level of an operating
More informationViewing and Projection
15-462 Computer Graphics I Lecture 5 Viewing and Projection Shear Transformation Camera Positioning Simple Parallel Projections Simple Perspective Projections [Angel, Ch. 5.2-5.4] January 30, 2003 [Red
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 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 informationTwo-Dimensional Viewing. Chapter 6
Two-Dimensional Viewing Chapter 6 Viewing Pipeline Two-Dimensional Viewing Two dimensional viewing transformation From world coordinate scene description to device (screen) coordinates Normalization and
More informationCSE452 Computer Graphics
CSE45 Computer Graphics Lecture 8: Computer Projection CSE45 Lecture 8: Computer Projection 1 Review In the last lecture We set up a Virtual Camera Position Orientation Clipping planes Viewing angles Orthographic/Perspective
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 informationCS602 MCQ,s for midterm paper with reference solved by Shahid
#1 Rotating a point requires The coordinates for the point The rotation angles Both of above Page No 175 None of above #2 In Trimetric the direction of projection makes unequal angle with the three principal
More informationCOMP3421. Vector geometry, Clipping
COMP3421 Vector geometry, Clipping Transformations Object in model co-ordinates Transform into world co-ordinates Represent points in object as 1D Matrices Multiply by matrices to transform them Coordinate
More information