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University Palestine: Three Dimensional Viewing

The document discusses three dimensional viewing and projections in computer graphics. It describes the viewing pipeline which involves modeling objects, converting coordinates, applying projections, and mapping to the screen. The key types of projections covered are perspective projection, which gives a realistic view but distorts scale and size, and parallel projection, which preserves measurements but may require multiple views. Projections are used to convert 3D scenes to 2D images on the projection plane.

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0% found this document useful (0 votes)
46 views29 pages

University Palestine: Three Dimensional Viewing

The document discusses three dimensional viewing and projections in computer graphics. It describes the viewing pipeline which involves modeling objects, converting coordinates, applying projections, and mapping to the screen. The key types of projections covered are perspective projection, which gives a realistic view but distorts scale and size, and parallel projection, which preserves measurements but may require multiple views. Projections are used to convert 3D scenes to 2D images on the projection plane.

Uploaded by

Jacqulin Margret
Copyright
© Attribution Non-Commercial (BY-NC)
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Download as PPT, PDF, TXT or read online on Scribd
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University of Palestine

Computer Graphics
ITGD3107

Presentation name :

Three Dimensional Viewing


Prepare: Supervision:

Mohammed J. el-masre Nidal M. El-Borbar

Dr. Sana'a
p_16_10 @hotmail.com it4ever2008 @hotmail.com 1

Contents 3D Viewing Camera Analogy Viewing Pipeline Camera Modeling w/ OpenGL Projections Types of Projections Perspective Projection Parallel Projection Projection Matrix Projection of Lines 3D Viewing with OpenGL Matrix Modes Three Dimensional Viewing
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3D Viewing
The steps for computer generation of a view of a three dimensional scene are somewhat analogous to the processes involved in taking a photograph.

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Camera Analogy
1. 2. 3.

Viewing position Camera orientation Size of clipping window

Orientation

Window (aperture) of the camera Position

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Viewing Pipeline
The general processing steps for modeling and converting a world coordinate description of a scene to device coordinates:

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Viewing Pipeline
1.
Construct the shape of individual objects in a scene within modeling coordinate, and place the objects into appropriate positions within the scene (world coordinate).

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Viewing Pipeline
World coordinate positions are converted to viewing coordinates.

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Viewing Pipeline
Convert the viewing coordinate description of the scene to coordinate positions on the projection plane.

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Viewing Pipeline
Positions on the projection plane, will then mapped to the Normalized coordinate and output device.

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Camera Modeling w/ OpenGL


camera coordinate system viewport coordinate system device/screen coordinate system

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Coordinate Systems
World Coordinate System-This is object space or the space in which the application model is defined. Screen Coordinate System-The space in which the image is displayed. World Window (or clipping)-This is the rectangle in the world defining the region that is to be displayed. Viewport-The rectangular portion of the interface window that defines where the image will actually appear (usually the entire interface window but in some cases modified to be a portion of the interface window). Viewing Transformation-The process of mapping a world window in World Coordinates to the Viewport.
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Window to Viewport mapping


Window-to-Viewport mapping is the process of mapping or transforming a two-dimensional, world-coordinate scene to device coordinates. In particular, objects inside the world or clipping window are mapped to the viewport. The viewport is displayed in the interface window on the screen. In other words, the clipping window is used to select the part of the scene that is to be displayed. The viewport then positions the scene on the output device.

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Projection plane
1. Projection plane called the view plane in computer graphics 2. It is defined by a point called view reference point (VRP) and a normal (a vector perpendicular to the plane) called view plane normal (VPN).

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Viewing Coordinates
View Reference point: It is the center of viewing coordinate system. It is chosen to be close to or on surface of object in a scene. View Plane normal vector: This normal vector is in a direction perpendicular to view plane. View Distance: It is the distance from view plane to view reference point.
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Positioned by a View distance

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Projections
Once the view volume is determined, a projection transformation will convert the object in the 3D view volume to a 2D image on the projection plane.

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Types of Projections

Perspective Projection

Parallel Projection
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Perspective Projection (1/2)

Give a realistic view of 3D objects, but does not preserve shape of object or scale Perspective images of parallel lines not parallel with projection plane converge to a point called vanishing point or projection reference point. Size of object is diminished with distance Used in architectural, engineering, industrial design, and advertising drawings
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Perspective Projection (2/2)

1-point perspective

Most popular

2-point perspective

3-point perspective
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Parallel Projection

Accurate and same-scale measurements Not realistic, and may require multiple projections to get a complete feeling of the object

Used in drawings of machine parts and in working architectural drawings

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Orthographic Projection
Projectors are orthogonal to projection surface

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Multiview Orthographic Projection 1. Projection plane parallel to principal face 2. Usually form front, top, side views

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Axonometric Projections
Allow projection plane to move relative to object

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Types of Axonometric Projections

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Oblique Projections
Projectors not orthogonal to projection plane The projection plane is typically parallel to a face of the object Classified by the angle between projector and plane Pi/4: Cavalier type Preserves the lengths of edges orthogonal to projection plane. Cavalier: 45 degree ArcTan(2): Cabinet type Halves the lengths of edges orthogonal to projection plane Cabinet: arctan(2) =63.4 degree
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Types of Perspective Projections


Based on number of vanishing points for lines parallel to the three coordinate axes Determined by number of axes parallel to the viewing plane

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Types

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