Computer Graphics. Viewing. Fundamental Types of Viewing. Perspective views. Parallel views. October 12, finite COP (center of projection)
|
|
- Hilda Berry
- 6 years ago
- Views:
Transcription
1 Comuter Grahics Viewing October 2, 25 htt:// Funamental Tes of Viewing Persective views finite COP (center of rojection) Parallel views COP at infinit DOP (irection of rojection) ersective view arallel view htt:// htt://
2 Parallel View htt:// htt:// Persective View htt:// htt://
3 Classical Viewing Secific relationshi between the objects an the viewers htt:// htt:// Orthograhic Projections Projectors are erenicular to the rojection lane reserving both istances an angles orthograhic rojections temle an three multiview orthograhic rojections htt:// htt://
4 Aonometric Projections (/2) Projection lane can have an orientation with resect to the object rojectors are still orthogonal to the rojection lanes construction to view sie view htt:// htt:// Aonometric Projections (2/2) Preserve arallel lines but not angles isometric rojection lane is lace smmetricall with resect to the three rincial faces imetric two of rincial faces trimetric general case htt:// htt://
5 Aonometric Projections (2/2) Preserve arallel lines but not angles isometric rojection lane is lace smmetricall with resect to the three rincial faces imetric two of rincial faces trimetric general case htt:// htt:// Oblique Projections Projectors can make an arbitrar angle with the rojection lane reserving angels in lanes arallel to the rojection lane construction to view sie view htt:// htt://
6 Persective Projections (/2) Diminution of sie when objects are move father from the viewer, their images become smaller htt:// htt:// Persective Projections (2/2) One-, two-, an three-oint ersectives how man of the three rincial irections in the object are arallel to the rojection lane vanishing oints three-oint ersective two-oint ersective one-oint ersective htt:// htt://
7 Persective Projections (2/2) One-, two-, an three-oint ersectives how man of the three rincial irections in the object are arallel to the rojection lane vanishing oints three-oint ersective two-oint ersective one-oint ersective htt:// htt:// Persective Projections (2/2) One-, two-, an three-oint ersectives how man of the three rincial irections in the object are arallel to the rojection lane vanishing oints three-oint ersective two-oint ersective one-oint ersective htt:// htt://
8 Persective Projections (2/2) One-, two-, an three-oint ersectives how man of the three rincial irections in the object are arallel to the rojection lane vanishing oints three-oint ersective two-oint ersective one-oint ersective htt:// htt:// Positioning of the Camera (/3) OenGL laces a camera at the origin of the worl frame ointing in the negative irection moving the camera awa from the objects gltranslatef(.,., -); initial configuration after change in the moel-view matri htt:// htt://
9 Positioning of the Camera (2/3) Looking at the same object from the ositive ais translation after rotation b 9 egrees about the ais glmatrimoe(gl_modelview); glloaientit( ); ); gltranslatef(.,., -); glrotatef(-9.,.,.,.); htt:// htt:// Positioning of the Camera (3/3) Creating an isometric view of the cube M TR R 6 / 3 3 / 3 3 / 3 6 / 3 2 / 2 2 / 2 2 / 2 2 / 2 (,, ) (,, 2) (,, 2) view from ositive ais view from ositive ais view from ositive ais htt:// htt://
10 Positioning of the Camera (3/3) Creating an isometric view of the cube glmatrimoe(gl_modelview); glloaientit( ); ); gltranslatef(.,., -); glrotatef(35.26,.,.,.); glrotatef(45.,.,.,.); (,, ) (,, 2) (,, 3) view from ositive ais view from ositive ais htt:// htt:// Look-At Function OenGL utilit function glulookat(ee, ee, ee, at, at, at, u, u, u); ee-osition, target-osition, an u-vector look-at ositioning htt:// htt://
11 htt:// htt:// Simle Persective Projections (/2) Simle camera rojection lane is orthogonal to ais rojection lane in front of COP three-imensional view to view sie view, /, / htt:// htt:// Simle Persective Projections (2/2) Homogeneous coorinates Persective rojection matri w w w w / / / / / / / M rojection ieline Moel-view Moel-view Projection Projection Persective ivision Persective ivision
12 htt:// htt:// Simle Orthogonal Projections Projectors are erenicular to the view lane Orthograhic rojection matri htt:// htt:// Projections in OenGL Angle of view onl objects that fit within the angle of view of the camera aear in the image View volume being clie out of scene frustum truncate rami
13 Persective in OenGL (/2) Secification of a frustum glmatrimoe(gl_projection); glloaientit( ); ); glfrustum(min, ma, min, ma, near, far); near, far: ositive number!! ma far min near htt:// htt:// Persective in OenGL (2/2) Secification using the fiel of view glmatrimoe(gl_projection); glloaientit( ); ); glupersective(fov, asect, near, far); fov: angle between to an bottom lanes fov: the angle of view in the u () irection asect ratio: with ivie b height htt:// htt://
14 Parallel in OenGL Orthograhic viewing function glmatrimoe(gl_projection); glloaientit( ); ); glortho(min, ma, min, ma, near, far); OenGL rovies onl this arallel-viewing function near < far!! no restriction on the sign ma far min near htt:// htt:// Walking Though a Scene (/2) voi kes(unsigne char ke, int, int ) { if(ke ) viewer[] -.; if(ke X ) viewer[] +.; if(ke ) viewer[] -.; if(ke Y ) viewer[] +.; if(ke ) viewer[2] -.; if(ke Z ) viewer[2] +.; } voi isla(voi) { glclearcolor(.f,.f,.f,.f); glclear(gl_color_buffer_bit GL_DEPTH_BUFFER_BIT); glmatrimoe(gl_modelview); glloaientit(); glulookat(viewer[], viewer[], viewer[2],,,,,,); glrotatef(theta[],.,.,.); glrotatef(theta[],.,.,.); glrotatef(theta[2],.,.,.); } colorcube( ); glutswabuffers( ); htt:// htt://
15 Walking Though a Scene (2/2) voi mreshae(int w, int h) { glmatrimoe(gl_projection); glloaientit( ); glviewort(,, w, h); if( w < h ) glfrustum(-2., 2., -2.*(GLfloat)h/(GLfloat)w, 2.*(GLfloat)h/(GLfloat)w, 2., 2.); else glfrustum(-2. *(GLfloat)w/(GLfloat)h, 2. *(GLfloat)w/(GLfloat)h, -2., 2., 2., 2.); } return; htt:// htt:// Projections & Shaows (/2) Shaow olgon Stes light source at ( l, l, l ) translation (- l, - l, - l ) ersective rojection through the origin translation ( l, l, l ) M T PT l l l / l l l l htt:// htt://
16 Projections & Shaows (2/2) GLfloat m[6]; /* shaow rojection matri */ for(i; i<6; i++) m[i].; m[] m[5] m[].; m[7] -./l; glcolor3fv(olgon_color); glbegin(gl_polygon);.. /* raw the olgon normall */. glen( ); glpushmatri( ); /* save state */ gltranslatef(l, l, l); /* translate back */ glmultmatrif(m); /* roject */ gltranslatef(-l, -l, -l); /* move light to origin */ glcolorfv(shaow_color); glbegin(gl_polygon);.. /* raw the olgon again */. glen( ); glpomatri( ); /* restore state */ htt:// htt:// Shaows from a Cube onto Groun htt:// htt://
Realtime 3D Computer Graphics Virtual Reality
Realtime 3D Comuter Grahics Virtual Realit Viewing an rojection Classical an General Viewing Transformation Pieline CPU CPU Pol. Pol. DL DL Piel Piel Per Per Verte Verte Teture Teture Raster Raster Frag
More 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. 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 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 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 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 informationTransformations (Rotations with Quaternions) October 24, 2005
Computer Graphics Transformations (Rotations with Quaternions) October 4, 5 Virtual Trackball (/3) Using the mouse position to control rotation about two axes Supporting continuous rotations of objects
More informationMAP. Vectors and Transforms. Reading instructions Quick Repetition of Vector Algebra. In 3D Graphics. Repetition of the Rendering Pipeline
79 MAP Skämtbil om matte å KTHanimationskurs Vectors an Transforms In 3D Grahics Reetition of the Renering Pieline Geometr er verte: Lighting (colors) Screen sace ositions Reetition of the Renering Pieline
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 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 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 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 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 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 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 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 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 informationRemember: The equation of projection. Imaging Geometry 1. Basic Geometric Coordinate Transforms. C306 Martin Jagersand
Imaging Geometr 1. Basic Geometric Coordinate Transorms emember: The equation o rojection Cartesian coordinates: (,, z) ( z, z ) C36 Martin Jagersand How do we develo a consistent mathematical ramework
More informationImage Formation. 2. Camera Geometry. Focal Length, Field Of View. Pinhole Camera Model. Computer Vision. Zoltan Kato
Image Formation 2. amera Geometr omuter Vision oltan Kato htt://www.in.u-seged.hu/~kato seged.hu/~kato/ 3D Scene Surace Light (Energ) Source inhole Lens Imaging lane World Otics Sensor Signal amera: Sec
More informationCS 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 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 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 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 informationTo Do. Computer Graphics (Fall 2004) Course Outline. Course Outline. Motivation. Motivation
Comuter Grahics (Fall 24) COMS 416, Lecture 3: ransformations 1 htt://www.cs.columbia.edu/~cs416 o Do Start (thinking about) assignment 1 Much of information ou need is in this lecture (slides) Ask A NOW
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 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 informationCS 450: COMPUTER GRAPHICS 2D TRANSFORMATIONS SPRING 2016 DR. MICHAEL J. REALE
CS 45: COMUTER GRAHICS 2D TRANSFORMATIONS SRING 26 DR. MICHAEL J. REALE INTRODUCTION Now that we hae some linear algebra under our resectie belts, we can start ug it in grahics! So far, for each rimitie,
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 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 informationCS 428: Fall Introduction to. Geometric Transformations. Andrew Nealen, Rutgers, /15/2010 1
CS 428: Fall 21 Introduction to Comuter Grahics Geometric Transformations Andrew Nealen, Rutgers, 21 9/15/21 1 Toic overview Image formation and OenGL (last week) Modeling the image formation rocess OenGL
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 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 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 informationRaster Graphics Algorithms
Overview of Grahics Pieline Raster Grahics Algorithms D scene atabase traverse geometric moel transform to worl sace transform to ee sace scan conversion Line rasterization Bresenham s Mioint line algorithm
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 informationCamera Models. Acknowledgements Used slides/content with permission from
Camera Models Acknowledgements Used slides/content with ermission rom Marc Polleeys or the slides Hartley and isserman: book igures rom the web Matthew Turk: or the slides Single view geometry Camera model
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 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 informationViewing and Modeling
Viewing and Modeling Computer Science Department The Universit of Texas at Austin A Simplified Graphics ipeline Application Vertex batching & assembl Triangle assembl Triangle clipping NDC to window space
More informationAnnouncements. Equation of Perspective Projection. Image Formation and Cameras
Announcements Image ormation and Cameras Introduction to Computer Vision CSE 52 Lecture 4 Read Trucco & Verri: pp. 22-4 Irfanview: http://www.irfanview.com/ is a good Windows utilit for manipulating images.
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 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 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 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 informationpart 3 Martin Samuelčík Room I4
art 3 Martin Sauelčík htt://www.sccg.sk/~sauelcik Roo I4 Vertex coordinates Fro inut coordinates to window coordinates Coordinates are always related to coordinates syste, sace, frae Transforing vertex
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 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 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 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 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 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 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 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 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 information6. Modelview Transformations
6. Modelview Transformations Transformation Basics Transformations map coordinates from one frame of reference to another through matri multiplications Basic transformation operations include: - translation
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 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 informationλ = What About Elementary Inverses? Transformations II Scale Inverse Shear Inverse λ = λ 0 1 CS Scale Shear CS5600 Computer Graphics by
Lecture Set 6 Transformations II CS56 Comuter Grahics b Rich Riesenfeld March 23 Scale Shear What About Elementar Inverses? Rotation Translation CS56 2 Scale Inverse Shear Inverse λ λ λ λ CS56 3 b a b
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 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 informationVectors and Transforms
Skämtbild om matte å KTH-animationskurs Vectors and Transforms In 3D Grahics MAP Reetition of the Rendering Pieline Geometry - er vertex: Lighting (colors) Screen sace ositions light blue Geometry red
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 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 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 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 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 informationVectors and Transforms
Skämtbild om matte å KTH-animationskurs Vectors and Transforms In 3D Grahics Change of Lecture Room Week 2: Wed 2/11: HC1 Fri 4/11: HA1 Thereafter HC1 all times excet: Week 5: Fri: HC3 Week 7: Fri: HC3
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 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 informationModeling Transform. Chapter 4 Geometric Transformations. Overview. Instancing. Specify transformation for objects 李同益
Modeling Transform Chapter 4 Geometric Transformations 李同益 Specify transformation for objects Allow definitions of objects in own coordinate systems Allow use of object definition multiple times in a scene
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 informationUsing GLU/GLUT Objects. GLU/GLUT Objects. glucylinder() glutwirecone() GLU/GLUT provides very simple object primitives
Using GLU/GLUT Objects GLU/GLUT provides ver simple object primitives glutwirecone gluclinder glutwirecube GLU/GLUT Objects Each glu/glut object has its default sie, position, and orientation You need
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 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 informationReading for This Module. Viewing. Using Transformations. Viewing. University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2013
Universit of British Columbia CPSC 34 Computer Graphics Jan-Apr 23 Tamara Munner Reaing for This Moule FCG Chapter 7 Viewing FCG Section 6.3. Winowing Transforms Viewing http://www.ugra.cs.ubc.ca/~cs34/vjan23
More 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 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 informationAnnouncements. The equation of projection. Image Formation and Cameras
Announcements Image ormation and Cameras Introduction to Computer Vision CSE 52 Lecture 4 Read Trucco & Verri: pp. 5-4 HW will be on web site tomorrow or Saturda. Irfanview: http://www.irfanview.com/ is
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 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 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 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 informationModeling Transformations
Modeling Transformations Michael Kazhdan (601.457/657) HB Ch. 5 FvDFH Ch. 5 Announcement Assignment 2 has been posted: Due: 10/24 ASAP: Download the code and make sure it compiles» On windows: just build
More informationHomographies and Mosaics
Tri reort Homograhies and Mosaics Jeffrey Martin (jeffrey-martin.com) CS94: Image Maniulation & Comutational Photograhy with a lot of slides stolen from Alexei Efros, UC Berkeley, Fall 06 Steve Seitz and
More information521493S Computer Graphics Exercise 3 (Chapters 6-8)
521493S Comuter Grahics Exercise 3 (Chaters 6-8) 1 Most grahics systems and APIs use the simle lighting and reflection models that we introduced for olygon rendering Describe the ways in which each of
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 informationOrder of Transformations
Order of Transformations Because the same transformation is applied to many vertices, the cost of forming a matrix M=ABCD is not significant compared to the cost of computing Mp for many vertices p Note
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 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 information1. We ll look at: Types of geometrical transformation. Vector and matrix representations
Tob Howard COMP272 Computer Graphics and Image Processing 3: Transformations Tob.Howard@manchester.ac.uk Introduction We ll look at: Tpes of geometrical transformation Vector and matri representations
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 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 informationDetermining the 2d transformation that brings one image into alignment (registers it) with another. And
Last two lectures: Representing an image as a weighted combination of other images. Toda: A different kind of coordinate sstem change. Solving the biggest problem in using eigenfaces? Toda Recognition
More informationCS5620 Intro to Computer Graphics
CS560 Reminder - Pieline Polgon at [(,9), (5,7), (8,9)] Polgon at [ ] D Model Transformations Reminder - Pieline Object Camera Cli Normalied device Screen Inut: Polgons in normalied device Model-view Projection
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 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 informationPHOTOINTERPRETATION AND SMALL SCALE STEREOPLOTTING WITH DIGITALLY RECTIFIED PHOTOGRAPHS WITH GEOMETRICAL CONSTRAINTS 1
PHOTOINTERPRETATION AND SMALL SALE STEREOPLOTTING WITH DIGITALL RETIFIED PHOTOGRAPHS WITH GEOMETRIAL ONSTRAINTS Gabriele FANGI, Gianluca GAGLIARDINI, Eva Savina MALINVERNI Universit of Ancona, via Brecce
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 information3D Computer Vision Camera Models
3D Comuter Vision Camera Models Nassir Navab based on a course given at UNC by Marc Pollefeys & the book Multile View Geometry by Hartley & Zisserman July 2, 202 chair for comuter aided medical rocedures
More information