0% found this document useful (0 votes)
30 views32 pages

Chapter 4 Viewing

The document discusses various types of projections used in 3D graphics including parallel, perspective, orthographic, axonometric, and oblique projections. It describes key aspects of each type of projection such as how lines and angles are treated and advantages and disadvantages of each for different applications.

Uploaded by

Kay Khine
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
30 views32 pages

Chapter 4 Viewing

The document discusses various types of projections used in 3D graphics including parallel, perspective, orthographic, axonometric, and oblique projections. It describes key aspects of each type of projection such as how lines and angles are treated and advantages and disadvantages of each for different applications.

Uploaded by

Kay Khine
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
You are on page 1/ 32

Chapter 4 – Viewing

• Viewing Transformation
– Three transformations
• Camera transformation or eye transformation
• Projection transformation
• Viewport transformation or windowing transformation
• Projective Transformations

Faculty of Computer Science


Graphics Pipeline

• Graphics hardware employs a sequence of


coordinate systems
– The location of the geometry is expressed in each
coordinate system in turn, and modified along the
way
– The movement of geometry through these spaces is
considered a pipeline
Local World View Canonical Display
Coordinate Coordinate Space View Space
Space Space Volume

Faculty of Computer Science


Local Coordinate Space

• It is easiest to define individual objects in a local


coordinate system
– For instance, a cube is easiest to define with faces
parallel to the coordinate axes
• Key idea: Object instantiation
– Define an object in a local coordinate system
– Use it multiple times by copying it and transforming it
into the global system
– This is the only effective way to have libraries of 3D
objects
Faculty of Computer Science
World Coordinate System

• Everything in the world is transformed into one


coordinate system - the world coordinate system
– It has an origin, and three coordinate directions, x, y,
and z
• Lighting is defined in this space
– The locations, brightness’ and types of lights
• The camera is defined with respect to this space
• Some higher level operations, such as advanced
visibility computations, can be done here
Faculty of Computer Science
View Space

• Define a coordinate system based on the eye and image


plane – the camera
– The eye is the center of projection, like the aperture in a camera
– The image plane is the orientation of the plane on which the
image should “appear,” like the film plane of a camera
• Some camera parameters are easiest to define in this space
– Focal length, image size
• Relative depth is captured by a single number in this space
– The “normal to image plane” coordinate

Faculty of Computer Science


Canonical View Volume

• Canonical View Space: A cube, with the origin at the


center, the viewer looking down –z, x to the right, and y up
– Canonical View Volume is the cube: [-1,1]×[-1,1]×[-1,1]
– Variants (later) with viewer looking down +z and z from 0-1
– Only things that end up inside the canonical volume can appear in
the window
• Tasks: Parallel sides and unit dimensions make many
operations easier
– Clipping – decide what is in the window
– Rasterization - decide which pixels are covered
– Hidden surface removal - decide what is in front
– Shading - decide what color things are

Faculty of Computer Science


Window Space
• Window Space: Origin in one corner of the “window” on the
screen, x and y match screen x and y
• Windows appear somewhere on the screen
– Typically you want the thing you are drawing to appear in
your window
– But you may have no control over where the window appears

• You target Window Space, and the windowing system takes care
of putting it on the screen

Faculty of Computer Science


Viewing Transformation
y y

y-wmax y-vmax

(xw,yw) (xv,yv)

y-wmin y-vmin

x x
x-wmin x-wmax x-vmin x-vmax

World coordinate view port

Scaling factor
 𝑓 𝑥 = 𝑥 𝑣𝑚𝑎𝑥 − 𝑥 𝑣𝑚𝑖𝑛 / 𝑥 𝑤𝑚𝑎𝑥 − 𝑥 𝑤𝑚𝑖𝑛
 𝑓 𝑦 = 𝑦 𝑣𝑚𝑎𝑥 − 𝑦 𝑣𝑚𝑖𝑛 / 𝑦 𝑤𝑚𝑎𝑥 − 𝑦 𝑤𝑚𝑖𝑛
 + (  + (

Faculty of Computer Science


Exercises

Q-1:Consider a viewing window of upper left


coner(20,80) and lower right corner(80,40) and view
port of uper left corner(30,60) and lower left corner
(60,40).Convert window coordinate of a point at
(30,70) to viewport.
Q-2:Windowport(100,100,300,300)
Viewport(50,50,150,150).
Convert windowport coordinate (200,200) to
viewport.
Faculty of Computer Science
PROJECTIONS

• Once world-coordinate descriptions of the


objects in a scene are converted to viewing
coordinates.
• Project the three-dimensional objects onto the
two dimensional view plane

Faculty of Computer Science


Two basic projection methods

• parallel projection
• Perspective projection

Faculty of Computer Science


Taxonomy of Planar Geometric
Projections

planar geometric projections

parallel perspective

1 point 2 point 3 point


multiview axonometric oblique
orthographic

isometric dimetric trimetric


Angel: Interactive Computer 1
Graphics 5E © Addison-Wesley 2009 2
Parallel Projection

• Coordinate positions are transformed to the


view plane along parallel lines

Faculty of Computer Science


Parallel Projections

• Projection vector
-the direction for the projection lines
Orthographic parallel projection
-the projection is perpendicular to the view plane

Faculty of Computer Science


Faculty of Computer Science
• Isometric Projection: All projectors make equal angles
generally angle is of 30°.
• Dimetric: In these two projectors have equal angles. With
respect to two principle axis.
• Trimetric: The direction of projection makes unequal angle
with their principle axis.
• Cavalier: All lines perpendicular to the projection plane are
projected with no change in length.
• Cabinet: All lines perpendicular to the projection plane are
projected to one half of their length. These give a realistic
appearance of object.

Faculty of Computer Science


Orthographic Projection

Projectors are orthogonal to projection surface

Angel: Interactive Computer 1


Graphics 5E © Addison-Wesley 2009 7
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
side
top
Angel: Interactive Computer 1
Graphics 5E © Addison-Wesley 2009 8
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

Angel: Interactive Computer 1


Graphics 5E © Addison-Wesley 2009 9
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
q1
none: trimetric q2 q3
two: dimetric
three: isometric

Angel: Interactive Computer 2


Graphics 5E © Addison-Wesley 2009 0
Types of Axonometric Projections

Angel: Interactive Computer 2


Graphics 5E © Addison-Wesley 2009 1
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
Angel: Interactive Computer 2
Graphics 5E © Addison-Wesley 2009 2
Oblique Projection

Arbitrary relationship between projectors and projection


plane

Angel: Interactive Computer 2


Graphics 5E © Addison-Wesley 2009 3
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)

Angel: Interactive Computer 2


Graphics 5E © Addison-Wesley 2009 4
Projection Reference Point

Faculty of Computer Science


Perspective Projection

2
Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 6
Perspective Projection

Projectors converge at center of projection

Angel: Interactive Computer 2


Graphics 5E © Addison-Wesley 2009 7
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

Angel: Interactive Computer 2


Graphics 5E © Addison-Wesley 2009 8
Three-Point Perspective

• No principal face parallel to projection plane


• Three vanishing points for cube

Angel: Interactive Computer 2


Graphics 5E © Addison-Wesley 2009 9
Two-Point Perspective

• On principal direction parallel to projection plane


• Two vanishing points for cube

Angel: Interactive Computer 3


Graphics 5E © Addison-Wesley 2009 0
One-Point Perspective

• One principal face parallel to projection plane


• One vanishing point for cube

Angel: Interactive Computer 3


Graphics 5E © Addison-Wesley 2009 1
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)

Angel: Interactive Computer 3


Graphics 5E © Addison-Wesley 2009 2

You might also like