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Computer Graphics Bing-Yu Chen National Taiwan University

Computer Graphics

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Computer Graphics. Bing-Yu Chen National Taiwan University. Viewing in 3D. 3D Viewing Process Classical Viewing and Projections 3D Synthetic Camera Model Parallel Projection Perspective Projection 3D Clipping for Canonical View Volume. Clip against view volume. - PowerPoint PPT Presentation

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Page 1: Computer Graphics

Computer Graphics

Bing-Yu ChenNational Taiwan University

Page 2: Computer Graphics

2

Viewing in 3D

3D Viewing Process Classical Viewing and Projections 3D Synthetic Camera Model Parallel Projection Perspective Projection 3D Clipping for Canonical View Volume

Page 3: Computer Graphics

3

3D Viewing Process

Transforminto viewportin 2D devicecoordinatesfor display

Project ontoprojection

plane

Clip againstview

volume

2D devicecoordinates

Clippedworld

coordinates

3D world-coordinateoutput primitives

Page 4: Computer Graphics

4

Classical Viewing Viewing requires three basic elements

One or more objects A viewer with a projection surface Projectors that go from the object(s) to the

projection surface Classical views are based on the relationship

among these elements The viewer picks up the object and orients it how

she would like to see it Each object is assumed to constructed from flat

principal faces Buildings, polyhedra, manufactured objects

Page 5: Computer Graphics

6

Classical Projections

Front elevation Elevation oblique Plan oblique

Isometric One-point perspective Three-point perspective

Page 6: Computer Graphics

7

The synthetic camera model involves two components, specified independently: objects (a.k.a geometry) viewer (a.k.a camera)

3D Synthetic Camera Model

Page 7: Computer Graphics

8

Imaging with the Synthetic Camera

center of projection

image plane

projector

P

projection of P

The image is rendered onto an image plane or project plane (usually in front of the camera).

Projectors emanate from the center of projection (COP) at the center of the lens (or pinhole).

The image of an object point P is at the intersection of the projector through P and the image plane.

Page 8: Computer Graphics

9

Specifying a Viewer

Camera specification requires four kinds of parameters: Position: the COP. Orientation: rotations about axes with origin at the COP. Focal length: determines the size of the image on the film

plane, or the field of view. Film plane: its width and height, and possibly orientation.

Page 9: Computer Graphics

10

Projections Projections transform points in n-space to m-space, where

m < n. In 3D, we map points from 3-space to the projection plane

(PP) along projectors emanating from the center of projection (COP).

There are two basic type of projections: Perspective – distance from COP to PP finite Parallel – distance from COP to PP infinite

COP

PP

Page 10: Computer Graphics

11

Perspective vs. Parallel Projections

Computer graphics treats all projections the same and implements them with a single pipeline

Classical viewing developed different techniques for drawing each type of projection

Fundamental distinction is between parallel and perspective viewing even though mathematically parallel viewing is the limit of perspective viewing

Page 11: Computer Graphics

12

Perspective vs. Parallel Projections

Page 12: Computer Graphics

13

Taxonomy ofPlanar Geometric Projections

parallel perspective

axonometric multivieworthographic

oblique

isometric dimetric trimetric

2 point1 point 3 point

planar geometric projections

Page 13: Computer Graphics

14

Orthographic Projection

Projectors are orthogonal to projection surface

Page 14: Computer Graphics

15

Multiview Orthographic Projection Projection plane parallel to principal face Usually form front, top, side views

isometric (not multivieworthographic view) front

sidetop

in CAD and architecture, we often display three multiviews plus isometric

Page 15: Computer Graphics

16

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

Page 16: Computer Graphics

17

Axonometric Projections

classify by how many angles ofa corner of a projected cube are the same

none: trimetrictwo: dimetricthree: isometric

q 1

q 3 q 2

Allow projection plane to move relative to object

Page 17: Computer Graphics

18

Types ofAxonometric Projections

IsometricTrimetricDimetric

Page 18: Computer Graphics

19

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

Page 19: Computer Graphics

20

Oblique ProjectionArbitrary relationship between projectors and projection plane

Page 20: Computer Graphics

21

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)

Page 21: Computer Graphics

25

Truncated View Volume for an Orthographic Parallel Projection

DOP

VPN

VRP

ViewplaneFront

Clippingplane

BackClippingplane

F

B

Page 22: Computer Graphics

26

The Mathematics ofOrthographic Parallel Projection

1000

0000

0010

0001

0;;

ort

ppp

M

zyyxx

y

x

z

z

P(x, y, z)

P(x, y, z)

yp

xp

View along x axis

View along y axis

Projectionplane

Projectionplane

Page 23: Computer Graphics

28

Perspective Projection

Projectors converge at center of projection

Page 24: Computer Graphics

29

Truncated View Volume for an Perspective Projection

VPN

VRP

ViewplaneFront

Clippingplane

BackClippingplane

F B

Page 25: Computer Graphics

30

Perspective Projection(Pinhole Camera)

y

x

z

z

P(x, y, z)

P(x, y, z)

d

d

yp

xp

View along x axis

View along y axis

Projectionplane

Projectionplane

0/100

0100

0010

0001/

;/

;

d

M

dz

yy

dz

xx

z

y

d

y

z

x

d

x

per

pp

pp

Page 26: Computer Graphics

31

Perspective Division

However W 1, so we must divide by W to return from homogeneous coordinates

d

zz

y

x

z

y

x

d

PM

W

Z

Y

X

z

y

x

perp

p

p

10/100

0100

0010

0001

1

d

dz

y

dz

x

W

Z

W

Y

W

Xzyx ppp ,

/,

/,,,,

Page 27: Computer Graphics

34

Vanishing Points Parallel lines (not parallel to the projection

plan) on the object converge at a single point in the projection (the vanishing point)

Drawing simple perspectives by hand uses these vanishing point(s)

vanishing point

Page 28: Computer Graphics

35

Three-Point Perspective No principal face parallel to projection plane Three vanishing points for cube

Page 29: Computer Graphics

36

Two-Point Perspective On principal direction parallel to projection plane Two vanishing points for cube

Page 30: Computer Graphics

37

One-Point Perspective One principal face parallel to projection plane One vanishing point for cube

Page 31: Computer Graphics

39

Canonical View Volume forOrthographic Parallel Projection

x = -1, y = -1, z = 0 x = 1, y = 1, z = -1

-1

-1

1

-z

x or y

Backplane Front

plane

Page 32: Computer Graphics

40

The Extension ofthe Cohen-Sutherland Algorithm

bit 1 – point is above view volume y > 1 bit 2 – point is below view volume y < -1 bit 3 – point is right of view volume x > 1 bit 4 – point is left of view volume x < -1 bit 5 – point is behind view volume z < -1 bit 6 – point is in front of view volume z >

0

Page 33: Computer Graphics

41

Intersection of a 3D Line

a line from to can be represented as

so when y = 1

10 t

),,( 0000 zyxP ),,( 1111 zyxP

)(

)(

)(

010

010

010

zztzz

yytyy

xxtxx

01

0100

01

0100

))(1(

))(1(

yy

zzyzz

yy

xxyxx

Page 34: Computer Graphics

42

Canonical View Volume forPerspective Projection

x = z, y = z, z = -zmin

x = -z, y = -z, z = -1

-1

-1

1

-z

x or y

Backplane Front

plane

Page 35: Computer Graphics

43

The Extension ofthe Cohen-Sutherland Algorithm

bit 1 – point is above view volume y > -z bit 2 – point is below view volume y < z bit 3 – point is right of view volume x > -z bit 4 – point is left of view volume x < z bit 5 – point is behind view volume z < -1 bit 6 – point is in front of view volume z >

zmin

Page 36: Computer Graphics

44

Intersection of a 3D Line

so when y = z

yz

zzyy

yzyyyy

zzyy

yzxxxx

)()(

))((

)()(

))((

0101

00010

0101

00010

Page 37: Computer Graphics

45

Clipping inHomogeneous Coordinates

Why clip inhomogeneous coordinates ? it is possible to transform the

perspective-projection canonical view volume into the parallel-projection canonical view volume

1,

010011

100

0010

0001

min

min

min

min

z

z

z

zM

Page 38: Computer Graphics

46

Clipping inHomogeneous Coordinates

The corresponding plane equations are X = -W X = W Y = -W Y = W Z = -W Z = 0