Isaac Gang University of Mary Hardin-Baylor

Slides:



Advertisements
Similar presentations
Computer Graphics - Viewing -
Advertisements

1 View Shandong University Software College Instructor: Zhou Yuanfeng
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Projection Matrices modified by Ray Wisman Ed Angel Professor of Computer.
Projection Matrices CS4395: Computer Graphics 1 Mohan Sridharan Based on slides created by Edward Angel.
Based on slides created by Edward Angel
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Computer Viewing Ed Angel Professor of Computer Science, Electrical and Computer Engineering,
Projection Matrices Ed Angel
OpenGL and Projections
CS 4731: Computer Graphics Lecture 11: 3D Viewing Emmanuel Agu.
1 Chapter 5 Viewing. 2 Perspective Projection 3 Parallel Projection.
Introduction to 3D viewing 3D is just like taking a photograph!
Computer Graphics (fall 2009)
1 Projection Matrices. 2 Objectives Derive the projection matrices used for standard OpenGL projections Introduce oblique projections Introduce projection.
Viewing Angel Angel: Interactive Computer Graphics5E © Addison-Wesley
1 E. Angel and D. Shreiner : Interactive Computer Graphics 6E © Addison-Wesley 2012 Classical Viewing Sai-Keung Wong ( 黃世強 ) Computer Science National.
Chapter 5 Viewing.
C O M P U T E R G R A P H I C S Guoying Zhao 1 / 67 C O M P U T E R G R A P H I C S Guoying Zhao 1 / 67 Computer Graphics Three-Dimensional Graphics III.
Fundamentals of Computer Graphics Part 5 Viewing prof.ing.Václav Skala, CSc. University of West Bohemia Plzeň, Czech Republic ©2002 Prepared with Angel,E.:
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
CAP 4703 Computer Graphic Methods Prof. Roy Levow Chapter 5.
Demetriou/Loizidou – ACSC330 – Chapter 5 Viewing Dr. Giorgos A. Demetriou Computer Science Frederick Institute of Technology.
Computer Graphics I, Fall 2010 Computer Viewing.
Viewing and Projection. 2 3 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009  Introduce the classical views  Compare and contrast image.
Viewing Chapter 5. CS 480/680 2Chapter 5 -- Viewing Introduction: Introduction: We have completed our discussion of the first half of the synthetic camera.
Graphics Graphics Korea University kucg.korea.ac.kr Viewing 고려대학교 컴퓨터 그래픽스 연구실.
Review on Graphics Basics. Outline Polygon rendering pipeline Affine transformations Projective transformations Lighting and shading From vertices to.
The Camera Analogy ► Set up your tripod and point the camera at the scene (viewing transformation) ► Arrange the scene to be photographed into the desired.
©2005, Lee Iverson Lee Iverson UBC Dept. of ECE EECE 478 Viewing and Projection.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Classical Viewing Ed Angel Professor of Computer Science, Electrical and Computer Engineering,
Classical Viewing Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.
Viewing and Projection
Classical Viewing Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.
Viewing Angel Angel: Interactive Computer Graphics5E © Addison-Wesley
CS5500 Computer Graphics March 20, Computer Viewing Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts.
1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Computer Viewing Isaac Gang University of Mary Hardin-Baylor.
Viewing. Classical Viewing Viewing requires three basic elements - One or more objects - A viewer with a projection surface - Projectors that go from.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Viewing 고려대학교 컴퓨터 그래픽스 연구실 kucg.korea.ac.kr.
Viewing.
Computer Graphics - Chapter 5 Viewing
Viewing and Navigating using OpenGL
Computer Viewing.
CSC461: Lecture 20 Parallel Projections in OpenGL
Projections and Normalization
Introduction to Computer Graphics with WebGL
Advanced Graphics Algorithms Ying Zhu Georgia State University
CSC461: Lecture 19 Computer Viewing
Introduction to Computer Graphics with WebGL
Viewing Chapter 5.
Isaac Gang University of Mary Hardin-Baylor
Fundamentals of Computer Graphics Part 5 Viewing
Viewing and Navigating using OpenGL
CSC4820/6820 Computer Graphics Algorithms Ying Zhu Georgia State University View & Projection.
Isaac Gang University of Mary Hardin-Baylor
Introduction to Computer Graphics with WebGL
Isaac Gang University of Mary Hardin-Baylor
Projections and Hidden Surface Removal
Transformations in OpenGL
Introduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL
University of New Mexico
Viewing (Projections)
Computer Graphics Computer Viewing
THREE-DIMENSIONAL VIEWING II
Computer Viewing Ed Angel Professor Emeritus of Computer Science
Viewing and Projection
Viewing and Projection
Presentation transcript:

Isaac Gang University of Mary Hardin-Baylor Computer Viewing Isaac Gang University of Mary Hardin-Baylor Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Objectives Introduce the mathematics of projection Introduce OpenGL viewing functions Look at alternate viewing APIs Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Computer Viewing There are three aspects of the viewing process, all of which are implemented in the pipeline, Positioning the camera Setting the model-view matrix Selecting a lens Setting the projection matrix Clipping Setting the view volume Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 The OpenGL Camera In OpenGL, initially the object and camera frames are the same Default model-view matrix is an identity The camera is located at origin and points in the negative z direction OpenGL also specifies a default view volume that is a cube with sides of length 2 centered at the origin Default projection matrix is an identity Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Default Projection Default projection is orthogonal clipped out 2 z=0 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Moving the Camera Frame If we want to visualize object with both positive and negative z values we can either Move the camera in the positive z direction Translate the camera frame Move the objects in the negative z direction Translate the world frame Both of these views are equivalent and are determined by the model-view matrix Want a translation (glTranslatef(0.0,0.0,-d);) d > 0 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Moving Camera back from Origin frames after translation by –d d > 0 default frames Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Moving the Camera We can move the camera to any desired position by a sequence of rotations and translations Example: side view Rotate the camera Move it away from origin Model-view matrix C = TR Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 OpenGL code Remember that last transformation specified is first to be applied glMatrixMode(GL_MODELVIEW) glLoadIdentity(); glTranslatef(0.0, 0.0, -d); glRotatef(90.0, 0.0, 1.0, 0.0); Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 The LookAt Function The GLU library contains the function gluLookAt to form the required modelview matrix through a simple interface Note the need for setting an up direction Still need to initialize Can concatenate with modeling transformations Example: isometric view of cube aligned with axes glMatrixMode(GL_MODELVIEW): glLoadIdentity(); gluLookAt(1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0., 1.0. 0.0); Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 gluLookAt glLookAt(eyex, eyey, eyez, atx, aty, atz, upx, upy, upz) Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Other Viewing APIs The LookAt function is only one possible API for positioning the camera Others include View reference point, view plane normal, view up (PHIGS, GKS-3D) Yaw, pitch, roll Elevation, azimuth, twist Direction angles Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Projections and Normalization The default projection in the eye (camera) frame is orthogonal For points within the default view volume Most graphics systems use view normalization All other views are converted to the default view by transformations that determine the projection matrix Allows use of the same pipeline for all views xp = x yp = y zp = 0 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Homogeneous Coordinate Representation default orthographic projection xp = x yp = y zp = 0 wp = 1 pp = Mp M = In practice, we can let M = I and set the z term to zero later Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Simple Perspective Center of projection at the origin Projection plane z = d, d < 0 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Perspective Equations Consider top and side views xp = yp = zp = d Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Homogeneous Coordinate Form consider q = Mp where M = q =  p = Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Perspective Division However w  1, so we must divide by w to return from homogeneous coordinates This perspective division yields the desired perspective equations We will consider the corresponding clipping volume with the OpenGL functions xp = yp = zp = d Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

OpenGL Orthogonal Viewing glOrtho(left,right,bottom,top,near,far) near and far measured from camera Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 OpenGL Perspective glFrustum(left,right,bottom,top,near,far) Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009

Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Using Field of View With glFrustum it is often difficult to get the desired view gluPerpective(fovy, aspect, near, far) often provides a better interface front plane aspect = w/h Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009