Orthogonal Base Cartesian Coordinate System Works in general:

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Presentation transcript:

Orthogonal Base Cartesian Coordinate System Works in general: Unit vectors: i, j, k Normalized to each other Unique representation for each position!! Convenient! Works in general: N dimension space ANY N normalized orthogonal vectors will do!! Infinite number of Cartesian coordinate systems in 3D space!! But we already know this

Camera Space Orthonormal base at the camera Also known as: View/Up/Side V/U/W axis All perpendicular Also known as: Eye Space View Space View Direction (V) Up Direction (U) Side Direction (W) Eye At

Recall: Scene Description Camera is defined by: Eye, lookat, and UpVector Viewing Direction Defined by Eye and At Notice: UpVector is usually NOT perpendicular to View Direction!! Easier for user to specify sent of “up” UpVector Eye At

Compute Camera Base Viewing Direction (V) Remember: W = UpVector x V V = At - Eye Remember: UpVector may not be perpendicular to V W = UpVector x V W is perpendicular to both UpVector and V V Eye At W UpVector

Compute Up Direction (U) V Eye At W UpVector U U = V x W U, V, and W are perpendicular!! Normalize to form a Cartesian Coordinate!

Recall: Image Plane (Scene XML) Eye focus focus distance away from the Eye Resolution defined in the XML file to be Rx by Ry pixels Always perpendicular to the viewing direction V Image Plane

Image Plane Height fov: fields of view focus Height fov Image Plane Eye fov: fields of view Is vertical angle Distance between Eye and Image Plane: focus Image Plane Height: Height = 2 * focus * tan (fov/2)

Image Plane Width Resolution: Rx by Ry Computed: Height Width is “proportional” Width = (Rx / Ry) * Height Aspect Ratio: Width/Height

Cartesian Coordinate on Image Plane 2D, Requires 2 Perpendicular Unit Vectors Origin: Lower-Left Corner Remember U, V, W from Camera Space Image plane perpendicular to V U in the vertical direction of Image Plane W in the horizontal direction of image plane! Lower Left Image Plane W U V

Image Plane Location Let Center = C C = Eye + focus * V Eye

Lower Left Corner Normalize: U, W Dimension: W x H Lower-Left Corner: Lower Left (Pll) Image Plane C U W Normalize: U, W Dimension: W x H Lower-Left Corner: Pll = C – (Width/2) * W – (Height/2) * U

Pixel Size: Image Resolution: Image Size: Dimension of each pixel Image Plane Pixels Image Resolution: Rx by Ry Image Size: Width by Height Dimension of each pixel Width: pw = Width / Rx Height: ph = Height / Ry Pll

Pixel Location: Assume pixel indexing Pll is index [0][0] Image Plane U W Index i Index j Assume pixel indexing Begin from lower left i increase towards right j increase towards up pw: width of a pixel ph: height of a pixel U and W are normalized Pll is index [0][0] Pixel[0][0] location = Pll Pixel[i][j] location is: Pij = Pll – (i * pw) * W – (j * ph) * U