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Module 5

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Module 5

Uploaded by

aymanshariff0
Copyright
© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
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Overview of 3D Viewing in Computer Graphics

Three-dimensional (3D) viewing in computer graphics involves transforming and displaying 3D


objects on a 2D screen. This process includes several steps and techniques to create a realistic
representation of a 3D environment. Here is an overview of the key concepts and steps involved
in 3D viewing:
1. Projection
Projection is the transformation of 3D coordinates into 2D coordinates for display on a screen.
There are two main types of projection:
• Orthographic Projection: Maintains parallel lines and does not include perspective
distortion, making it useful for technical drawings where accurate measurements are
required.
• Perspective Projection: Mimics how the human eye perceives the world, with objects
appearing smaller as they get further from the viewer, creating a realistic view.
2. Depth Cueing
Depth cueing enhances the perception of depth in a scene by varying the color or intensity of
objects based on their distance from the viewer. Distant objects may appear faded or less distinct,
suggesting they are further away.
3. Identifying Visible Lines and Surfaces
Determining which parts of objects are visible and which are hidden from view is crucial for
rendering a realistic 3D scene. Techniques include:
• Back-face Culling: Discards polygons facing away from the camera.
• Z-buffering: Keeps track of the depth of every pixel to determine which object is in front.
• Painter's Algorithm: Draws objects from back to front, so nearer objects overwrite those
behind them.
4. Surface Rendering
Surface rendering involves computing the appearance of surfaces in a 3D scene. It includes:
• Shading: Calculates light interaction with surfaces to produce realistic lighting effects.
Types include flat shading, Gouraud shading, and Phong shading.
• Texture Mapping: Applies 2D images (textures) to 3D surfaces to add detail without
increasing geometric complexity.
5. Exploded and Cutaway Views
• Exploded Views: Separates objects into their components to show their relationships and
construction. Useful in technical and assembly illustrations.
• Cutaway Views: Removes or makes portions of an object transparent to reveal internal
features. Common in engineering and medical illustrations.
6. 3D and Stereoscopic Viewing
3D viewing creates the illusion of depth in a scene. Stereoscopic viewing enhances this by
presenting two slightly different images to each eye, simulating binocular vision. Techniques
include:
• Anaglyph: Uses red-cyan glasses to filter two overlaid images.
• Polarized: Uses polarized glasses to filter images displayed with polarized light.
• Active Shutter: Synchronizes shutter glasses with alternating frames on the display.
3D Pipeline Viewing System

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• Purpose: Defines the position and orientation of the camera (viewpoint) in the world
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• Operation: Converts world coordinates to camera coordinates (view coordinates), where
the camera is at the origin looking down the negative z-axis.
• Mathematics: Uses the view transformation matrix, often set with functions like
gluLookAt in OpenGL.
3. Projection Transformation
• Purpose: Transforms 3D camera coordinates into 2D coordinates for display on the
screen.
• Types:
o Orthographic Projection: Maintains parallel lines and does not include
perspective distortion.
o Perspective Projection: Mimics human vision by making distant objects appear
smaller.
• Operation: Maps the view volume (camera space) to the normalized device coordinates
(NDC) in the range [-1, 1].
• Mathematics: Uses projection matrices, such as orthographic or perspective projection
matrices.
4. Clipping
• Purpose: Removes parts of objects that lie outside the view volume.
• Operation: Checks and clips the coordinates against the boundaries of the view volume,
ensuring only visible parts are rendered.
• Techniques: Cohen-Sutherland, Sutherland-Hodgman, Liang-Barsky algorithms.
5. Viewport Transformation
• Purpose: Maps the normalized device coordinates to screen coordinates (window
coordinates).
• Operation: Scales and translates the coordinates to fit the viewport, which is the area on
the screen where the image will be displayed.
• Mathematics: Uses viewport transformation equations to convert NDC to screen
coordinates.
6. Rasterization
• Purpose: Converts 2D screen coordinates into pixels.
• Operation: Determines the color and depth of each pixel to generate the final image on
the screen.
• Process: Includes scan conversion, depth testing, and shading.

Differentiate between parallel and perspective projection

SR.NO Parallel Projection Perspective Projection

Parallel projection represents the object in Perspective projection represents the object in three
1
a different way like telescope. dimensional way.

In parallel projection, these effects are not In perspective projection, objects that are far away
2
created. appear smaller, and objects that are near appear bigger.

The distance of the object from the center The distance of the object from the center of projection
3
of projection is infinite. is finite.

Parallel projection can give the accurate Perspective projection cannot give the accurate view of
4
view of object. object.

5 The lines of parallel projection are parallel. The lines of perspective projection are not parallel.

6 Projector in parallel projection is parallel. Projector in perspective projection is not parallel.

Three types of perspective projection:


Two types of parallel projection:
7 • one point perspective
• Orthographic,
• Two point perspective,
• Oblique
• Three point perspective,

8 It does not form realistic view of object. It forms a realistic view of object.

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