Viewing/Projections IV. Week 4, Fri Feb 1
|
|
- Jeffery Thornton
- 5 years ago
- Views:
Transcription
1 Universit of British Columbia CPSC 314 Computer Graphics Jan-Apr 2008 Tamara Munzner Viewing/Projections IV Week 4, Fri Feb 1
2 News extra TA office hours in lab next week to answer questions Mon 1-3 Tue 2-4 Wed 1-3 reminder Wed 2/6: Homework 1 due 1pm sharp Wed 2/6: Project 1 due 6pm. 2
3 Review: View Volumes specifies field-of-view, used for clipping restricts domain of z stored for visibilit test perspective view volume orthographic view volume =top z VCS x x=left =bottom z=-near x=right z=-far z VCS x=left x =bottom =top x=right z=-near z=-far 3
4 Review: Understanding Z z axis flip changes coord sstem handedness RHS before projection ee/view coords) LHS after projection clip, norm device coords) VCS NDCS z x=left =top x=right -1,-1,-1) x z 1,1,1) x =bottom z=-near z=-far 4
5 Review: Projection Normalization warp perspective view volume to orthogonal view volume render all scenes with orthographic projection! aka perspective warp x x z=α z=d z=0 z=d 5
6 Review: Projective Rendering Pipeline object world viewing O2W OCS WCS W2V VCS modeling transformation OCS - object/model coordinate sstem WCS - world coordinate sstem viewing transformation VCS - viewing/camera/ee coordinate sstem CCS - clipping coordinate sstem NDCS - normalized device coordinate sstem DCS - device/displa/screen coordinate sstem V2C projection transformation C2N perspective divide N2D viewport transformation clipping CCS normalized device NDCS device DCS 6
7 Review: Separate Warp From viewing VCS Homogenization V2C projection transformation alter w clipping CCS C2N perspective division / w normalized device NDCS warp requires onl standard matrix multipl distort such that orthographic projection of distorted objects is desired persp projection w is changed clip after warp, before divide division b w: homogenization 7
8 Reading for Viewing FCG Chapter 7 Viewing FCG Section Windowing Transforms RB rest of Chap Viewing RB rest of App Homogeneous Coords 8
9 RB Chap Color Reading for Next Time FCG Sections FCG Chap 20 Color FCG Chap Visual Perception Color) 9
10 Projective Rendering Pipeline object world viewing O2W OCS WCS W2V VCS modeling transformation OCS - object/model coordinate sstem WCS - world coordinate sstem viewing transformation VCS - viewing/camera/ee coordinate sstem CCS - clipping coordinate sstem NDCS - normalized device coordinate sstem DCS - device/displa/screen coordinate sstem V2C projection transformation C2N perspective divide N2D viewport transformation clipping CCS normalized device NDCS device DCS 10
11 NDC to Device Transformation map from NDC to pixel coordinates on displa NDC range is x = , = , z = tpical displa range: x = , = maximum is size of actual screen z range max and default is 0, 1), use later for visibilit -1 glviewport0,0,w,h); gldepthrange0,1); // depth = 1 b default NDC 1 x x 500 viewport 11
12 Origin Location et more possibl confusing) conventions OpenGL origin: lower left most window sstems origin: upper left then must reflect in when interpreting mouse position, have to flip our coordinates x NDC 1 x 300 viewport 12
13 general formulation N2D Transformation reflect in for upper vs. lower left origin scale b width, height, depth translate b width/2, height/2, depth/2 FCG includes additional translation for pixel centers at.5,.5) instead of 0,0) x 500 height 1-1 NDC 1 x 300 width viewport 13
14 N2D Transformation " width %" width % " widthx " x D % N +1) 1 % height D " % " x height N % 2 = height N +1) 1 N z D = depth # depth z N depthz N +1) & 2 2 # & # 1 & 2 # & # & # 1 & x 500 height 1-1 NDC 1 x 300 width viewport 14
15 Device vs. Screen Coordinates viewport/window location wrt actual displa not available within OpenGL usuall don t care use relative information when handling mouse events, not absolute coordinates could get actual displa height/width, window offsets from OS loose use of terms: device, displa, window, screen... 0 x x offset 0 x offset viewport viewport displa displa width displa height 15
16 Projective Rendering Pipeline glvertex3fx,,z) object world viewing O2W OCS WCS W2V VCS modeling transformation gltranslatefx,,z) glulookat...) C2N / w glrotatefa,x,,z)... perspective division OCS - object coordinate sstem glutinitwindowsizew,h) N2D WCS - world coordinate sstem glviewportx,,a,b) VCS - viewing coordinate sstem viewport transformation CCS - clipping coordinate sstem NDCS - normalized device coordinate sstem DCS - device coordinate sstem viewing transformation V2C alter w projection transformation glfrustum...) clipping CCS normalized device NDCS device DCS 16
17 Coordinate Sstems viewing 4-space, W=1) projection matrix clipping 4-space parallelepiped, with COP moved backwards to infinit divide b w normalized device 3-space parallelepiped) scale & translate device 3-space parallelipiped) framebuffer 17
18 Perspective To NDCS Derivation VCS =top NDCS x=left 1,1,1) z x =bottom z=-near x=right z=-far -1,-1,-1) x z 18
19 Perspective Derivation simple example earlier: " x % " % " x% = z z # w & # 0 0 1/d 0& # 1& complete: shear, scale, projection-normalization " x % " E 0 A 0% " x% F 1 B 0 = z 0 0 C D z # w & # & # 1& 19
20 Perspective Derivation earlier: " x % " % " x% = z z # w & # 0 0 1/d 0& # 1& complete: shear, scale, projection-normalization " x % " E 0 A 0% " x% F 1 B 0 = z 0 0 C D z # w & # & # 1& 20
21 Perspective Derivation earlier: " x % " % " x% = z z # w & # 0 0 1/d 0& # 1& complete: shear, scale, projection-normalization " x % " E 0 A 0% " x% F 1 B 0 = z 0 0 C D z # w & # & # 1& 21
22 Perspective Derivation " x % " E 0 A 0% " x% 0 F B 0 = z 0 0 C D z # w & # & # 1& x= Ex + Az = F + Bz z= Cz + D w= "z x = left " x/w=1 x = right " x/w= #1 = top " /w=1 = bottom " /w= #1 z = #near " z/w=1 z = # far " z/w= #1 = F + Bz, w = F + Bz w, 1 = F + Bz w, 1= 1= F "z + B z "z, 1 = F "z " B, 1= F top ""near) " B, 1 = F top near " B F + Bz "z, 22
23 Perspective Derivation similarl for other 5 planes 6 planes, 6 unknowns # 2n r + l % 0 0 r " l r " l % 2n t + b % 0 0 % t " b t " b % " f + n) 0 0 % f " n % 0 0 "1 0 "2 fn f " n & 23
24 Perspective Example tracks in VCS: left x=-1, =-1 right x=1, =-1 view volume left = -1, right = 1 bot = -1, top = 1 near = 1, far = 4 x=-1 x=1 1 max-1 z=-4 z=-1 real midpoint x NDCS DCS xmax-1 z VCS top view z not shown) z not shown) 24
25 Perspective Example # 2n r + l & % 0 0 r " l r " l % 2n t + b % 0 0 % t " b t " b % " f + n) "2 fn 0 0 % f " n f " n % 0 0 "1 0 view volume left = -1, right = 1 bot = -1, top = 1 near = 1, far = 4 # & % % % 0 0 "5 /3 "8 /3 % 0 0 "1 0 25
26 Perspective Example # 1 & % % "1 %"5z VCS /3" 8 /3 % "z VCS # 1 % = % % % 1 &# % % "5 /3 "8 /3% % "1 1 & "1 1 z VCS / w x NDCS = "1/z VCS NDCS =1/z VCS z NDCS = z VCS 26
27 OCS2 OpenGL Example object world viewing O2W W2V OCS WCS VCS CCS VCS WCS OCS1 modeling transformation glmatrixmode GL_PROJECTION ); glloadidentit); gluperspective 45, 1.0, 0.1, ); glmatrixmode GL_MODELVIEW ); glloadidentit); gltranslatef 0.0, 0.0, -5.0 ); glpushmatrix) gltranslate 4, 4, 0 ); glutsolidteapot1); glpopmatrix); gltranslate 2, 2, 0); glutsolidteapot1); viewing transformation W2O W2O V2C projection transformation clipping CCS transformations that are applied first are specified last 27
28 perspective: 1,2,3-point planar projections parallel Projection Taxonom perspective: projectors converge orthographic, axonometric: projectors parallel and perpendicular to projection plane oblique: projectors parallel, but not perpendicular to projection plane oblique orthographic cabinet cavalier top, front, side axonometric: isometric dimetric trimetric 28
29 Perspective Projections projectors converge on image plane select how man vanishing points one-point: projection plane parallel to two axes two-point: projection plane parallel to one axis three-point: projection plane not parallel to an axis one-point perspective two-point perspective three-point perspective Tuebingen demo: vanishingpoints 29
30 Orthographic Projections projectors parallel, perpendicular to image plane image plane normal parallel to one of principal axes select view: top, front, side ever view has true dimensions, good for measuring 30
31 Axonometric Projections projectors parallel, perpendicular to image plane image plane normal not parallel to axes select axis lengths can see man sides at once 31
32 Oblique Projections projectors parallel, oblique to image plane select angle between front and z axis lengths remain constant both have true front view cavalier: distance true cabinet: distance half d / 2 z d d cavalier! x Tuebingen demo: oblique projections z d cabinet! x 32
Viewing/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 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 informationUniversity of British Columbia CPSC 314 Computer Graphics Jan-Apr Tamara Munzner. Viewing 4. Page 1
University of British Columbia CPSC 34 Computer Graphics Jan-Apr 206 Tamara Munzner Viewing 4 http://www.ugrad.cs.ubc.ca/~cs34/vjan206 Page 2 Projective Rendering Pipeline object world viewing O2W OCS
More informationUniversity of British Columbia CPSC 314 Computer Graphics Jan-Apr Tamara Munzner. Viewing 4.
University of British Columbia CPSC 34 Computer Graphics Jan-Apr 206 Tamara Munzner Viewing 4 http://www.ugrad.cs.ubc.ca/~cs34/vjan206 Projective Rendering Pipeline object world viewing O2W OCS WCS W2V
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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 informationTransformations II. Week 2, Wed Jan 17
Universit of British Columbia CPSC 34 Computer Graphics Jan-Apr 27 Tamara Munzner Transformations II Week 2, Wed Jan 7 http://www.ugrad.cs.ubc.ca/~cs34/vjan27 Readings for Jan 5-22 FCG Chap 6 Transformation
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 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 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 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 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 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. 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 informationTransformations III. Week 2, Fri Jan 19
Universit of British Columbia CPSC 34 Computer Graphics Jan-Apr 2007 Tamara Munzner Transformations III Week 2, Fri Jan 9 http://www.ugrad.cs.ubc.ca/~cs34/vjan2007 Readings for Jan 5-22 FCG Chap 6 Transformation
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 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 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 informationHidden Surfaces II. Week 9, Mon Mar 15
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2010 Tamara Munzner Hidden Surfaces II Week 9, Mon Mar 15 http://www.ugrad.cs.ubc.ca/~cs314/vjan2010 ews yes, I'm granting the request
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 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 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 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 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 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 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 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 informationComputer Graphics. Chapter 7 2D Geometric Transformations
Computer Graphics Chapter 7 2D Geometric Transformations Chapter 7 Two-Dimensional Geometric Transformations Part III. OpenGL Functions for Two-Dimensional Geometric Transformations OpenGL Geometric 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 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 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 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 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 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 informationPainter s Algorithm: Problems
Universit of British Columbia CPSC Computer Graphics Jan-Apr 0 Tamara Munzner Hidden Surfaces Clarification: Blinn-Phong Model onl change vs Phong model is to have the specular calculation to use (h n)
More informationShading, Advanced Rendering. Week 7, Wed Feb 28
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2007 Tamara Munzner Shading, Advanced Rendering Week 7, Wed Feb 28 http://www.ugrad.cs.ubc.ca/~cs314/vjan2007 Reading for Today and Tomorrow
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 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 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 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 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 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 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 informationOpenGL/GLUT Intro. Week 1, Fri Jan 12
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2007 Tamara Munzner OpenGL/GLUT Intro Week 1, Fri Jan 12 http://www.ugrad.cs.ubc.ca/~cs314/vjan2007 News Labs start next week Reminder:
More information3.1 Viewing and Projection
Fall 2017 CSCI 420: Computer Graphics 3.1 Viewing and Projection Hao Li http://cs420.hao-li.com 1 Recall: Affine Transformations Given a point [xyz] > form homogeneous coordinates [xyz1] > The transformed
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
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 information3D Graphics Pipeline II Clipping. Instructor Stephen J. Guy
3D Graphics Pipeline II Clipping Instructor Stephen J. Guy 3D Rendering Pipeline (for direct illumination) 3D Geometric Primitives 3D Model Primitives Modeling Transformation 3D World Coordinates Lighting
More informationProjection Matrix Tricks. Eric Lengyel
Projection Matrix Tricks Eric Lengyel Outline Projection Matrix Internals Infinite Projection Matrix Depth Modification Oblique Near Clipping Plane Slides available at http://www.terathon.com www.terathon.com/
More informationVisibility: Z Buffering
University of British Columbia CPSC 414 Computer Graphics Visibility: Z Buffering Week 1, Mon 3 Nov 23 Tamara Munzner 1 Poll how far are people on project 2? preferences for Plan A: status quo P2 stays
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 informationCIS 636 Interactive Computer Graphics CIS 736 Computer Graphics Spring 2011
CIS 636 Interactive Computer Graphics CIS 736 Computer Graphics Spring 2011 Lab 1a of 7 OpenGL Setup and Basics Fri 28 Jan 2011 Part 1a (#1 5) due: Thu 03 Feb 2011 (before midnight) The purpose of this
More informationTransformations IV. Week 3, Wed Jan 20
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2010 Tamara Munzner Transformations IV Week 3, Wed Jan 20 http://www.ugrad.cs.ubc.ca/~cs314/vjan2010 Assignments 2 Correction: Assignments
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 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 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 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 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 informationCS602- Computer Graphics Solved MCQS From Midterm Papers. MIDTERM EXAMINATION Spring 2013 CS602- Computer Graphics
CS602- Computer Graphics Solved MCQS From Midterm Papers Dec 18,2013 MC100401285 Moaaz.pk@gmail.com Mc100401285@gmail.com PSMD01 Question No: 1 ( Marks: 1 ) - Please choose one DDA abbreviated for. Discrete
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 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 information3D Viewing. CS 4620 Lecture 8
3D Viewing CS 46 Lecture 8 13 Steve Marschner 1 Viewing, backward and forward So far have used the backward approach to viewing start from pixel ask what part of scene projects to pixel explicitly construct
More informationComputer Graphics Geometric Transformations
Computer Graphics 2016 6. Geometric Transformations Hongxin Zhang State Key Lab of CAD&CG, Zhejiang University 2016-10-31 Contents Transformations Homogeneous Co-ordinates Matrix Representations of Transformations
More information1 Transformations. Chapter 1. Transformations. Department of Computer Science and Engineering 1-1
Transformations 1-1 Transformations are used within the entire viewing pipeline: Projection from world to view coordinate system View modifications: Panning Zooming Rotation 1-2 Transformations can also
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 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 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 information3D Viewing. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 9
3D Viewing CS 46 Lecture 9 Cornell CS46 Spring 18 Lecture 9 18 Steve Marschner 1 Viewing, backward and forward So far have used the backward approach to viewing start from pixel ask what part of scene
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 informationCOMP3421. Introduction to 3D Graphics
COMP3421 Introduction to 3D Graphics 3D coodinates Moving to 3D is simply a matter of adding an extra dimension to our points and vectors: 3D coordinates 3D coordinate systems can be left or right handed.
More informationLecture 5: Viewing. CSE Computer Graphics (Fall 2010)
Lecture 5: Viewing CSE 40166 Computer Graphics (Fall 2010) Review: from 3D world to 2D pixels 1. Transformations are represented by matrix multiplication. o Modeling o Viewing o Projection 2. Clipping
More informationVirtual Cameras & Their Matrices
Virtual Cameras & Their Matrices J.Tumblin-Modified, highly edited SLIDES from: Ed Angel Professor Emeritus of Computer Science University of New Mexico 1 What is Projection? Any operation that reduces
More informationViewing transformations. 2004, Denis Zorin
Viewing transformations OpenGL transformation pipeline Four main stages: Modelview: object coords to eye coords p eye = Mp obj (x obj,y obj,z obj,w obj ) (x eye,y eye,z eye,w eye ) in eye coordinates,
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 informationSpring 2013, CS 112 Programming Assignment 2 Submission Due: April 26, 2013
Spring 2013, CS 112 Programming Assignment 2 Submission Due: April 26, 2013 PROJECT GOAL: Write a restricted OpenGL library. The goal of the project is to compute all the transformation matrices with your
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 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 informationFachhochschule Regensburg, Germany, February 15, 2017
s Operations Fachhochschule Regensburg, Germany, February 15, 2017 s Motivating Example s Operations To take a photograph of a scene: Set up your tripod and point camera at the scene (Viewing ) Position
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 informationMouse Ray Picking Explained
Mouse Ray Picking Explained Brian Hook http://www.bookofhook.com April 5, 2005 1 Introduction There comes a time in every 3D game where the user needs to click on something in the scene. Maybe he needs
More informationTransformations III. Week 3, Mon Jan 18
Universit of British Columbia CPSC 34 Computer Graphics Jan-Apr 2 Tamara Munzner Transformations III Week 3, Mon Jan 8 http://www.ugrad.cs.ubc.ca/~cs34/vjan2 News CS dept announcements Undergraduate Summer
More informationGRAFIKA KOMPUTER. ~ M. Ali Fauzi
GRAFIKA KOMPUTER ~ M. Ali Fauzi Drawing 2D Graphics VIEWPORT TRANSFORMATION Recall :Coordinate System glutreshapefunc(reshape); void reshape(int w, int h) { glviewport(0,0,(glsizei) w, (GLsizei) h); glmatrixmode(gl_projection);
More informationUniversity of British Columbia CPSC 314 Computer Graphics Jan-Apr Tamara Munzner. Hidden Surfaces.
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2013 Tamara Munzner Hidden Surfaces http://www.ugrad.cs.ubc.ca/~cs314/vjan2013 Clarification: Blinn-Phong Model only change vs Phong 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 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 informationChapter 2 A top-down approach - How to make shaded images?
Chapter 2 A top-down approach - How to make shaded images? Comp. Graphics (U), Chap 2 Global View 1 CGGM Lab., CS Dept., NCTU Jung Hong Chuang Graphics API vs. application API Graphics API Support rendering
More information