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3D Viewing

The document discusses the principles of 3D viewing in computer graphics, including the camera analogy, viewing pipeline, and transformations from world to viewing coordinates. It explains various projection techniques such as parallel, perspective, orthographic, and oblique projections, detailing their characteristics and applications. The document also covers the concept of vanishing points and how they relate to perspective projections.

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Naveena Karthik
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0% found this document useful (0 votes)
7 views64 pages

3D Viewing

The document discusses the principles of 3D viewing in computer graphics, including the camera analogy, viewing pipeline, and transformations from world to viewing coordinates. It explains various projection techniques such as parallel, perspective, orthographic, and oblique projections, detailing their characteristics and applications. The document also covers the concept of vanishing points and how they relate to perspective projections.

Uploaded by

Naveena Karthik
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING

COURSE CODE: 22CS401

COURSE TITLE : COMPUTER GRAPHICS AND MULTIMEDIA

COMPUTER GRAPHICS 1
Three Dimensional
Viewing
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.
Camera Analogy
1. Viewing position
2. Camera orientation
3. Size of clipping window
Orientation

Window (aperture)
of the camera

Position
Viewing Pipeline
 The general processing steps for modeling and
converting a world coordinate description of a scene to
device coordinates:
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).
Viewing Pipeline
 Before object description can be projected to the view
plane, they must be transferred to viewing coordinates.
 World coordinate positions are converted to viewing
coordinates.
Viewing Coordinates
 Viewing coordinates
system described 3D
objects with respect to a
viewer.

 A Viewing (Projector)
plane is set up
perpendicular to zv and
aligned with (xv,yv).
Camera Analogy
Specifying the Viewing Coordinate
System (View Reference Point)
 We first pick a world coordinate position called view
reference point (origin of our viewing coordinate system).
 P0 is a point where a camera is located.
 The view reference point is often chosen to be close to or on
the surface of some object, or at the center of a group of
objects. y
w

z w
P 0
xw

Position
 Look
Look Vector
and Up Vectors
 the direction the camera is pointing
 three degrees of freedom; can be any vector in 3-
space
 Up Vector
 determines how the camera is rotated around the
Look vector
 for example, whether you’re holding the camera
horizontally or vertically (or in between)
 projection of Up vector must be in the plane
perpendicular to the look vector (this allows Up
Projection
vector toof
beup
vector
Up vector
specified at anLook
arbitrary
vector angle to its
Look vector)

Position
Transformation from World to
Viewing Coordinates
 Transformation sequence from world to viewing
coordinates:

M W C ,VC
 R R R T
z y z
Viewing Pipeline
3. Convert the viewing coordinate description of the
scene to coordinate positions on the projection plane.
Viewing Pipeline
4. Positions on the projection plane, will then mapped to
the Normalized coordinate and output device.
Obtain a Series of View
 To obtain a series of view of a scene, we can
keep the view reference point fixed and
change the direction of N.
Simulate Camera Motion
 To simulate camera motion through a scene, we
can keep N fixed and move the view reference
point around.
Projection
Viewing Pipeline
 Convert the viewing coordinate description of the scene to
coordinate positions on the projection plane.
 Viewing 3D objects on a 2D display requires a mapping
from 3D to 2D.
Projection
 Projection can be defined as a mapping of point
P(x,y,z) onto its image P ( x , y , z ) in the projection
plane.

The mapping is determined by a projector that
passes through P and intersects the view plane ( P ).
Projection
 Projectors are lines from center (reference) of
projection through each point in the object.
 The result of projecting an object is dependent
on the spatial relationship among the projectors
and the view plane.
Projection

Parallel Projection : Perspective Projection:


Coordinate position are Object positions are
transformed to the view plane transformed to the view plane
along parallel lines. along lines that converge to
the projection reference
(center) point.
Parallel Projection
 Coordinate position are transformed to the view plane along
parallel lines.
 Center of projection at infinity results with a parallel
projection.
 A parallel projection preserves relative proportion of objects,
but dose not give us a realistic representation of the appearance
of object.
Perspective Projection
 Object positions are transformed to the view plane
along lines that converge to the projection reference
(center) point.
 Produces realistic views but does not preserve relative
proportion of objects.
Perspective Projection
 Projections of distant objects are smaller
than the projections of objects of the same
size are closer to the projection plane.
Parallel and Perspective Projection
Parallel Projection
Parallel Projection
 Projection vector: Defines the direction for the projection
lines (projectors).
 Orthographic Projection: Projectors (projection vectors)
are perpendicular to the projection plane.
 Oblique Projection: Projectors (projection vectors) are
not perpendicular to the projection plane.
Orthographic
Parallel Projection
Orthographic Parallel Projection
 Orthographic projection used to produce
the front, side, and top views of an object.
Orthographic Parallel Projection
 Front, side, and rear orthographic projections of an object
are called elevations.
 Top orthographic projection is called a plan view.
Orthographic Parallel Projection

Multi View Orthographic


Orthographic Parallel Projection
 Axonometric orthographic projections
display more than one face of an object.
Orthographic Parallel Projection
 Isometric Projection: Projection plane intersects each
coordinate axis in which the object is defined (principal axes)
at the same distant from the origin.
 Projection vector makes equal angles with all of the three
principal axes.

Isometric projection is obtained by aligning the projection vector with


the cube diagonal.
Orthographic Parallel Projection
 Dimetric Projection:
Projection vector makes equal
angles with exactly two of the
principal axes.
Orthographic Parallel Projection
 Trimetric Projection: Projection
vector makes unequal angles with
the three principal axes.
Orthographic Parallel Projection
Orthographic Parallel
Projection
Transformation
Orthographic Parallel Projection
Transformation
 Convert the viewing coordinate description of the
scene to coordinate positions on the Orthographic
parallel projection plane.
Orthographic Parallel Projection
Transformation
 Since the view plane is placed at position zvp along the
zv axis. Then any point (x,y,z) in viewing coordinates
is transformed to projection coordinates as:

x p  x, yp y
1 0 0 0
0 1 0 0
M  
0 0 0 0
Orthographic Parallel

 
0 0 0 1
Oblique
Parallel Projection
Oblique Parallel Projection

Projection are not perpendicular to the viewing
plane.
 Angles and lengths are preserved for faces parallel
the plane of projection.
 Preserves 3D nature of an object.
Oblique
Parallel Projection
Transformation
Oblique Parallel Projection
Transformation
 Convert the viewing coordinate description of the
scene to coordinate positions on the Oblique parallel
projection plane.

Oblique Parallel Projection
Point (x,y,z) is projected to position (x ,y ) on the view plane.
p p

 Projector (oblique) from (x,y,z) to (xp,yp) makes an angle α


with the line (L) on the projection plane that joins (xp,yp) and
(x,y).
 Line L is at an angle φ with the horizontal direction in the
projection plane.
Oblique Parallel Projection
x p  x  L cos φ
y p  y  L sin φ
z
z L
tan α  tan α
L
 zL1
x p  x  z ( L1 cos φ )
y p  y  z ( L1 sin φ )
L
1 0 L1 cos φ 0
0 
1 L1 sin φ 0
M Parallel  
0 0 0 0
 
0 0 0 1
Oblique Parallel Projection
Orthographic Projection:
L1  0
 90 

x p  x, yp y
L
1 0 0 0
0 1 0 0
M  
0 0 0 0
Orthographic Parallel

 
0 0 0 1
Oblique Parallel Projection
 Angles, distances, and parallel
lines in the plane are projected
accurately.
Cavalier Projection
Cavalier Projection:
 30 
and 45 
tan  1
 45 

 Preserves lengths of lines perpendicular to the viewing plane.


 3D nature can be captured but shape seems distorted.
 Can display a combination of front, and side, and top views.
Cabinet Projection
Cabinet Projection:
 30 
and 45 
tan  2
 63.4 


Lines perpendicular to the viewing plane project at ½ of their
length.
 A more realistic view than the cavalier projection.
 Can display a combination of front, and side, and top views.
Cavalier & Cabinet Projection

Cavalier Cabinet
Perspective Projection
Perspective Projection
Perspective Projection
 In a perspective projection, the center of projection is
at a finite distance from the viewing plane.
 Produces realistic views but does not preserve
relative proportion of objects
 The size of a projection object is inversely
proportional to its distance from the viewing plane.
Perspective Projection

Parallel lines that are not parallel to the viewing
plane, converge to a vanishing point.
 A vanishing point is the projection of a point at
infinity.
Vanishing Points
 Each set of projected parallel lines will have a
separate vanishing points.
 There are infinity many general vanishing points.
Perspective Projection
 The vanishing point for any set of lines that are parallel to
one of the principal axes of an object is referred to as a
principal vanishing point.
 We control the number of principal vanishing points (one,
two, or three) with the orientation of the projection plane.
Perspective Projection
 The number of principal vanishing
points in a projection is determined by
the number of principal axes
intersecting the view plane.
Perspective Projection

One Point Perspective


(z-axis vanishing point)
Perspective Projection

Two Point Perspective


(z, and x-axis vanishing points)
Perspective Projection

Two Point Perspective


Perspective Projection

Three Point Perspective


(z, x, and y-axis vanishing points)
Perspective Projection
Perspective Projection
Transformation
Perspective Projection Transformation
 Convert the viewing coordinate description of the
scene to coordinate positions on the perspective
projection plane.
Summary

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