Three-Dimensional Graphics III. Guoying Zhao 1 / 67

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Transcription:

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 how images have been formed by architects, artists, and engineers Learn the benefits and drawbacks of each type of view Guoying Zhao 3 / 67

Classical Viewing Viewing requires three basic elements One or more objects A viewer with a projection surface Projectors that go from the object(s) to the projection surface Classical views are based on the relationship among these elements The viewer picks up the object and orients it how she would like to see it Each object is assumed to be constructed from flat principal faces Buildings, polyhedra, manufactured objects Guoying Zhao 4 / 67

Perspective Projection Guoying Zhao 5 / 67

Parallel Projection Guoying Zhao 6 / 67

Planar Geometric Projections Standard projections project onto a plane Projectors are lines that either converge at a center of projection are parallel Such projections preserve lines but not necessarily angles Nonplanar projections are needed for applications such as map construction Guoying Zhao 7 / 67

Perspective vs Parallel Computer graphics treats all projections the same and implements them with a single pipeline pp Classical viewing developed different techniques for drawing each type of projection Fundamental distinction is between parallel and perspective viewing even though mathematically parallel viewing is the limit of perspective viewing Guoying Zhao 8 / 67

Taxonomy of Planar Geometric Projections planar geometric projections parallel perspective multiview axonometric orthographic 1 point 2 point 3 point oblique isometric dimetric trimetric Guoying Zhao 9 / 67

Classical Projections Guoying Zhao 10 / 67

Orthographic Projection Projectors are orthogonal to projection surface Guoying Zhao 11 / 67

Multiview Orthographic Projection Projection plane parallel to principal face Usually form front, top, side views isometric (not multiview orthographic view) front in CAD and architecture, we often display three multiviews plus isometric top side Guoying Zhao 12 / 67

Advantages and Disadvantages Preserves both distances and angles Shapes preserved Can be used for measurements Building plans Manuals Cannot see what object really looks like because many surfaces hidden from view Often we add the isometric Guoying Zhao 13 / 67

Axonometric Projections Allow projection plane to move relative to object classify by how many angles of a corner of a projected cube are the same none: trimetric two: dimetric three: isometric θ 1 θ 2 θ 3 Guoying Zhao 14 / 67

Types of Axonometric Projections Guoying Zhao 15 / 67

Advantages and Disadvantages Lines are scaled (foreshortened) but can find scaling factors Lines preserved but angles are not Projection of a circle in a plane not parallel to the projection plane is an ellipse Can see three principal faces of a box-like object Some optical illusions possible Parallel lines appear to diverge Does not look real because far objects are scaled the same as near objects Used in CAD applications Guoying Zhao 16 / 67

Oblique Projection Arbitrary relationship between projectors and projection plane Guoying Zhao 17 / 67

Advantages and Disadvantages Can pick the angles to emphasize a particular face Architecture: plan oblique, elevation oblique Angles in faces parallel to projection plane are preserved while we can still see around side In physical world, cannot create with simple camera; possible with bellows camera or special lens (architectural) Guoying Zhao 18 / 67

Perspective Projection Projectors coverge at center of projection Guoying Zhao 19 / 67

Vanishing Points Parallel lines (not parallel to the projection plan) on the object converge at a single point in the projection (the vanishing gp point) ) Drawing simple perspectives by hand uses these vanishing point(s) vanishing point Guoying Zhao 20 / 67

Three-Point Perspective No principal face parallel to projection plane Three vanishing points for cube Guoying Zhao 21 / 67

Two-Point Perspective On principal direction parallel to projection plane Two vanishing points for cube Guoying Zhao 22 / 67

One-Point Perspective One principal face parallel to projection plane One vanishing point for cube Guoying Zhao 23 / 67

Advantages and Disadvantages Objects further from viewer are projected smaller than the same sized objects closer to the viewer (diminution)( ) Looks realistic Equal distances along a line are not projected into equal distances (nonuniform foreshortening) Angles preserved only in planes parallel to the projection plane More difficult to construct by hand than parallel projections (but not more difficult by computer) Guoying Zhao 24 / 67

Computer Viewing Guoying Zhao 25 / 67

Objectives Introduce the mathematics of projection Introduce OpenGL viewing functions Look at alternate viewing APIs Guoying Zhao 26 / 67

Computer Viewing There are three aspects of the viewing process, all of which are implemented in the pipeline, Positioning the camera Setting the model-view matrix Selecting a lens Setting the projection matrix Clipping Setting the view volume Guoying Zhao 27 / 67

The OpenGL Camera In OpenGL, initially iti the object and camera frames are the same Default model-view matrix is an identity The camera is located at origin and points in the negative z direction OpenGL also specifies a default view volume that is a cube with sides of length 2 centered at the origin Default projection matrix is an identity Guoying Zhao 28 / 67

Default ltprojection Default projection is orthogonal 2 clipped out z=0 Guoying Zhao 29 / 67

Moving the Camera Frame If we want to visualize object with both positive and negative z values we can either Move the camera in the positive z direction Translate the camera frame Move the objects in the negative z direction Translate the world frame Both of these views are equivalent and are determined by the model-view matrix Want a translation (gltranslatef(0.0,0.0,- d);) d > 0 Guoying Zhao 30 / 67

Moving Camera back from Origin i default frames frames after translation by d d > 0 Guoying Zhao 31 / 67

Moving the Camera We can move the camera to any desired position by a sequence of rotations and translations Example: side view Rotate the camera Move it away from origin i Model-view matrix C = TR Guoying Zhao 32 / 67

OpenGL code Remember that last transformation specified is first to be applied glmatrixmode(gl_modelview) M MODELVIEW) glloadidentity(); gltranslatef(0.0, 0.0, -d); glrotatef(90.0, 0.0, 1.0, 0.0); Guoying Zhao 33 / 67

The LookAt Function The GLU library contains the function glulookat to form the required modelview matrix through a simple interface Note the need for setting an up direction Still need to initialize Can concatenate with modeling transformations Example: isometric view of cube aligned with axes glmatrixmode(gl_modelview): MODELVIEW): glloadidentity(); glulookat(1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0. 0.0); Guoying Zhao 34 / 67

glulookat gllookat(eyex, eyey, eyez, atx, aty, atz, upx, upy, upz) Guoying Zhao 35 / 67

Other Viewing i APIs The LookAt function is only one possible API for positioning the camera Others include View reference point, view plane normal, view up (PHIGS, GKS-3D) Yaw, pitch, roll Elevation, azimuth, twist Direction angles Guoying Zhao 36 / 67

Projections and Normalization The default projection in the eye (camera) frame is orthogonal For points within the default view volume x p = x p y p = y z p = 0 Most graphics systems use view normalization All other views are converted to the default view by transformations ti that t determine the projection matrix Allows use of the same pipeline for all views Guoying Zhao 37 / 67

Homogeneous Coordinate Representation x p = x y p = y z p = 0 w p = 1 default orthographic projection p p = Mp M = 1 0 0 0 0 1 0 0 0 0 0 0 0 0 0 1 In practice, we can let M = I and set the z term to zero later Guoying Zhao 38 / 67

Simple Perspective Center of projection at the origin Projection plane z = d, d < 0 Guoying Zhao 39 / 67

Perspective Equations Consider top and side views x z / d x p = x z / d y p = y z / d z p = d Guoying Zhao 40 / 67

Homogeneous Coordinate Form consider q = Mp where x y z 1 M = p = q = Guoying Zhao 41 / 67 1 0 0 0 0 1 0 0 0 0 1 0 0 0 1/ d 0 x y z z / d

Perspective Divisioni i However w 1, so we must divide id by w to return from homogeneous coordinates This perspective division yields x p = x z / d y p = y z / d z p = d the desired perspective equations We will consider the corresponding clipping volume with the OpenGL functions Guoying Zhao 42 / 67

OpenGL Orthogonal Viewingi glortho(left,right,bottom,top,near,far) right top far) near and far measured from camera Guoying Zhao 43 / 67

OpenGL Perspective glfrustum(left,right,bottom,top,near,far) right top far) Guoying Zhao 44 / 67

Using Field of View With glfrustum it is often difficult to get the desired view gluperpective(fovy, aspect, near, far) often provides a better interface front plane aspect = w/h Guoying Zhao 45 / 67

Projection Matrices Guoying Zhao 46 / 67

Objectives Derive the projection matrices used for standard OpenGL projections Introduce oblique projections Introduce projection normalization Guoying Zhao 47 / 67

Normalization Rather than derive a different projection matrix for each type of projection, we can convert all projections to orthogonal projections with the default view volume This strategy allows us to use standard transformations in the pipeline and makes for efficient clipping Guoying Zhao 48 / 67

Pipeline View modelview projection perspective transformation transformation division 4D 3D nonsingular clipping projection pojec o against default cube 3D 2D Guoying Zhao 49 / 67

Notes We stay in four-dimensional homogeneous coordinates through both the model view and projection transformations Both these transformations are nonsingular Default to identity matrices (orthogonal view) Normalization lets us clip against simple cube regardless of type of projection Delay final projection until end Important t for hidden-surface removal to retain depth information as long as possible Guoying Zhao 50 / 67

Orthogonal Normalization glortho(left,right,bottom,top,near,far) right top far) normalization find transformation to convert specified clipping volume to default Guoying Zhao 51 / 67

Two steps Move center to origin Oth Orthogonal lmatrix ti T(-(left+right)/2, -(bottom+top)/2,(near+far)/2)) Scale to have sides of length 2 S(2/(right-left),2/(top-bottom),2/(near-far)) P = ST = Guoying Zhao 52 / 67 2 right + left 0 0 right left right left 2 top + bottom 0 0 top bottom top bottom 2 far + near 0 0 near far far near 0 0 0 1

Final Projection Set z =0 Equivalent to the homogeneous coordinate transformation M orth = 1 0 0 0 0 1 0 0 0 0 0 0 0 0 0 1 Hence, general orthogonal projection in 4D is P = M orth ST Guoying Zhao 53 / 67

Oblique Projections The OpenGL projection functions cannot produce general parallel projections such as However if we look at the example of the cube it appears that the cube has been sheared Oblique Projection = Shear + Orthogonal Projection Guoying Zhao 54 / 67

General Shear top view side view Guoying Zhao 55 / 67

Shear Matrix xy shear (z values unchanged) H(θ,φ) = Projection matrix General case: 1 0 cotθ 0 0 1 cotφ 0 0 0 1 0 0 0 0 1 P = M orth H(θ,φ) P = M orth STH(θ,φ) Guoying Zhao 56 / 67

Equivalency Guoying Zhao 57 / 67

Effect on Clippingi The projection matrix P = STH transforms the original clipping volume to the default clipping volume object top view z = -1 DOP clipping volume near plane far plane Guoying Zhao 58 / 67 x = -1 DOP x = 1 z = 1 distorted object (projects correctly)

Simple Perspective Consider a simple perspective with the COP at the origin, the near clipping plane at z = -1, and a 90 degree field of view determined by the planes x = ±z, y = ±z Guoying Zhao 59 / 67

Perspective Matrices Simple projection matrix in homogeneous coordinates M = 1 0 0 0 0 1 0 0 0 0 1 0 0 0 1 0 Note that this matrix is independent of the far clipping plane Guoying Zhao 60 / 67

Generalization N = 1 0 0 0 0 1 0 0 0 0 α β 0 0 1 0 after perspective division, the point (x, y, z, 1) goes to x = -x/z y = -y/z Z = -(α+β/z) which projects orthogonally to the desired point regardless of α and β Guoying Zhao 61 / 67

Picking α and β If we pick α = β = near + far far near 2near far near far the near plane is mapped to z = -1 the far plane is mapped to z =1 and the sides are mapped to x = ± 1, y = ± 1 Hence the new clipping volume is the default clipping volume Guoying Zhao 62 / 67

Normalization Transformation distorted object projects correctly original clipping volume original object new clipping volume Guoying Zhao 63 / 67

Normalization and Hidden- Surface Removal Although our selection of the form of the perspective matrices may appear somewhat arbitrary, it was chosen so that if z 1 > z 2 in the original clipping volume then the for the transformed points z 1 > z 2 Thus hidden surface removal works if we first apply the normalization transformation However, the formula z = -(α+β/z) implies that the distances are distorted by the normalization which can cause numerical problems especially if the near distance is small Guoying Zhao 64 / 67

OpenGL Perspective glfrustum allows for an unsymmetric viewing frustum (although gluperspective does not) Guoying Zhao 65 / 67

OpenGL Perspective Matrix The normalization in glfrustum requires an initial shear to form a right viewing pyramid, followed by a scaling to get the normalized perspective volume. Finally, the perspective matrix results in needing only a final orthogonal transformation P = NSH our previously defined perspective matrix Guoying Zhao 66 / 67 shear and scale

Why do we do it this way? Normalization allows for a single pipeline for both perspective and orthogonal viewing We stay in four dimensional i homogeneous coordinates as long as possible to retain three-dimensional i information needed d for hidden-surface removal and shading We simplify clipping Guoying Zhao 67 / 67