Viewing/Projections I Week 3, Fri Jan 25

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Viewing/Projections I Week 3, Fri Jan 25 http://www.ugrad.cs.ubc.ca/~cs314/Vjan2008

Review: Camera Motion rotate/translate/scale difficult to control arbitrary viewing position eye point, gaze/lookat direction, up vector y lookat x Pref WCS view up z eye Peye

Review: World to View Coordinates translate eye to origin rotate view vector (lookat – eye) to w axis rotate around w to bring up into vw-plane y z x WCS v u VCS Peye w Pref up view eye lookat

Projections I

Pinhole Camera ingredients result box, film, hole punch picture www.kodak.com www.pinhole.org www.debevec.org/Pinhole

Pinhole Camera theoretical perfect pinhole light shining through tiny hole into dark space yields upside-down picture one ray of projection perfect pinhole film plane

Pinhole Camera non-zero sized hole blur: rays hit multiple points on film plane multiple rays of projection actual pinhole film plane

Real Cameras pinhole camera has small aperture (lens opening) minimize blur problem: hard to get enough light to expose the film solution: lens permits larger apertures permits changing distance to film plane without actually moving it cost: limited depth of field where image is in focus aperture lens depth of field http://en.wikipedia.org/wiki/Image:DOF-ShallowDepthofField.jpg

Graphics Cameras computer graphics camera: convenient equivalent real pinhole camera: image inverted eye point image plane computer graphics camera: convenient equivalent stand at p and look through hole. anything in cone visible shrink hole to a point, cone collapses to line (ray) eye point center of projection image plane

General Projection image plane need not be perpendicular to view plane eye point image plane stand at p and look through hole. anything in cone visible shrink hole to a point, cone collapses to line (ray) eye point image plane

Perspective Projection our camera must model perspective

Perspective Projection our camera must model perspective

Projective Transformations planar geometric projections planar: onto a plane geometric: using straight lines projections: 3D -> 2D aka projective mappings counterexamples? nonplanar: planetarium, omnimax nonstraight lines: Mercator projection of maps, stereographic projection non3D: hypercube from 4D http://www.mpiew-jena.mpg.de/esi/summer_school/images/sightseeing/planetarium.jpg http://torus.math.uiuc.edu/jms/java/stereop/ http://www.meyersound.com/news/press/psn_hayden400.htm http://traipse.com/hypercube/

Projective Transformations properties lines mapped to lines and triangles to triangles parallel lines do NOT remain parallel e.g. rails vanishing at infinity affine combinations are NOT preserved e.g. center of a line does not map to center of projected line (perspective foreshortening)

Perspective Projection project all geometry through common center of projection (eye point) onto an image plane x -z y z z x x

Perspective Projection projection plane center of projection (eye point) how tall should this bunny be?

Basic Perspective Projection similar triangles y P(x,y,z) P(x’,y’,z’) z z’=d but nonuniform foreshortening not affine

Perspective Projection desired result for a point [x, y, z, 1]T projected onto the view plane: what could a matrix look like to do this?

Simple Perspective Projection Matrix

Simple Perspective Projection Matrix is homogenized version of where w = z/d

Simple Perspective Projection Matrix is homogenized version of where w = z/d

Perspective Projection expressible with 4x4 homogeneous matrix use previously untouched bottom row perspective projection is irreversible many 3D points can be mapped to same (x, y, d) on the projection plane no way to retrieve the unique z values

Moving COP to Infinity as COP moves away, lines approach parallel when COP at infinity, orthographic view

Orthographic Camera Projection camera’s back plane parallel to lens infinite focal length no perspective convergence just throw away z values

Perspective to Orthographic transformation of space center of projection moves to infinity view volume transformed from frustum (truncated pyramid) to parallelepiped (box) x x Frustum Parallelepiped -z -z

perspective view volume orthographic view volume View Volumes specifies field-of-view, used for clipping restricts domain of z stored for visibility test perspective view volume orthographic view volume x=left x=right y=top y=bottom z=-near z=-far x VCS z y z

Canonical View Volumes standardized viewing volume representation perspective orthographic orthogonal parallel x or y = +/- z x or y x or y back plane back plane 1 front plane front plane -z -z -1 -1

Why Canonical View Volumes? permits standardization clipping easier to determine if an arbitrary point is enclosed in volume with canonical view volume vs. clipping to six arbitrary planes rendering projection and rasterization algorithms can be reused

Normalized Device Coordinates convention viewing frustum mapped to specific parallelepiped Normalized Device Coordinates (NDC) same as clipping coords only objects inside the parallelepiped get rendered which parallelepiped? depends on rendering system

Normalized Device Coordinates left/right x =+/- 1, top/bottom y =+/- 1, near/far z =+/- 1 Camera coordinates NDC x x x=1 right Frustum -z z left x= -1 z= -1 z=1 z=-n z=-f

Understanding Z z axis flip changes coord system handedness RHS before projection (eye/view coords) LHS after projection (clip, norm device coords) VCS NDCS y=top y (1,1,1) x=left y z z (-1,-1,-1) x=right x x z=-far y=bottom z=-near

perspective view volume Understanding Z near, far always positive in OpenGL calls glOrtho(left,right,bot,top,near,far); glFrustum(left,right,bot,top,near,far); glPerspective(fovy,aspect,near,far); perspective view volume x=left x=right y=top y=bottom z=-near z=-far x VCS y orthographic view volume y=top x=left y z x=right VCS x z=-far y=bottom z=-near

Understanding Z why near and far plane? near plane: far plane: avoid singularity (division by zero, or very small numbers) far plane: store depth in fixed-point representation (integer), thus have to have fixed range of values (0…1) avoid/reduce numerical precision artifacts for distant objects

Orthographic Derivation scale, translate, reflect for new coord sys VCS x z NDCS y (-1,-1,-1) (1,1,1) y=top x=left y z x=right x z=-far y=bottom z=-near

Orthographic Derivation scale, translate, reflect for new coord sys VCS x z NDCS y (-1,-1,-1) (1,1,1) y=top x=left y z x=right x z=-far y=bottom z=-near

Orthographic Derivation scale, translate, reflect for new coord sys

Orthographic Derivation scale, translate, reflect for new coord sys VCS y=top x=left y z x=right x z=-far y=bottom z=-near same idea for right/left, far/near

Orthographic Derivation scale, translate, reflect for new coord sys

Orthographic Derivation scale, translate, reflect for new coord sys

Orthographic Derivation scale, translate, reflect for new coord sys

Orthographic Derivation scale, translate, reflect for new coord sys

Orthographic OpenGL glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(left,right,bot,top,near,far);