Viewing III Week 4, Wed Jan 27

Slides:



Advertisements
Similar presentations
1 Computer Graphics Chapter 8 3D Transformations.
Advertisements

Three-Dimensional Viewing Sang Il Park Sejong University Lots of slides are stolen from Jehee Lee’s.
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2007 Tamara Munzner Viewing/Projections I.
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2008 Tamara Munzner Viewing/Projections IV.
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2005 Tamara Munzner Projections II Week 4,
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2008 Tamara Munzner Viewing/Projections III.
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2007 Tamara Munzner Viewing/Projections II.
Camera Models A camera is a mapping between the 3D world and a 2D image The principal camera of interest is central projection.
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2007 Tamara Munzner Viewing/Projections III.
University of British Columbia CPSC 314 Computer Graphics May-June 2005 Tamara Munzner Viewing, Projections.
Foundations of Computer Graphics (Spring 2010) CS 184, Lecture 5: Viewing
University of British Columbia CPSC 414 Computer Graphics © Tamara Munzner 1 Viewing and Projections Wed 17 Oct 2003 project 1 recap: display lists viewing.
Lecture 3 – Transformation And Coordinate Systems
Viewing Doug James’ CG Slides, Rich Riesenfeld’s CG Slides, Shirley, Fundamentals of Computer Graphics, Chap 7 Wen-Chieh (Steve) Lin Institute of Multimedia.
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2008 Tamara Munzner Viewing/Projections I.
University of British Columbia CPSC 414 Computer Graphics © Tamara Munzner 1 Viewing and Projections Mon 22 Sep 2003 project 1 solution demo recap: projections.
Viewing and Projections
CS559: Computer Graphics Lecture 9: Projection Li Zhang Spring 2008.
2/24/04© University of Wisconsin, CS559 Spring 2004 Last Time 3D Transformations –Most are natural extensions of 2D transforms –Rotations can be represented.
Graphics Graphics Korea University cgvr.korea.ac.kr 3D Viewing 고려대학교 컴퓨터 그래픽스 연구실.
CS-378: Game Technology Lecture #2.1: Projection Prof. Okan Arikan University of Texas, Austin Thanks to James O’Brien, Steve Chenney, Zoran Popovic, Jessica.
Computer Graphics Bing-Yu Chen National Taiwan University.
CAP 4703 Computer Graphic Methods Prof. Roy Levow Chapter 5.
CS 450: COMPUTER GRAPHICS PROJECTIONS SPRING 2015 DR. MICHAEL J. REALE.
OpenGL The Viewing Pipeline: Definition: a series of operations that are applied to the OpenGL matrices, in order to create a 2D representation from 3D.
CS 445 / 645 Introduction to Computer Graphics Lecture 10 Camera Models Lecture 10 Camera Models.
2003CS Hons RW778 Graphics1 Chapter 7: Three-Dimensional Viewing Chapter 5: Camera with parallel projection Chapter 5: Camera with parallel projection.
Basic Perspective Projection Watt Section 5.2, some typos Define a focal distance, d, and shift the origin to be at that distance (note d is negative)
Jinxiang Chai CSCE 441 Computer Graphics 3-D Viewing 0.
Chapters 5 2 March Classical & Computer Viewing Same elements –objects –viewer –projectors –projection plane.
Three-Dimensional Viewing
Foundations of Computer Graphics (Spring 2012) CS 184, Lecture 5: Viewing
©2005, Lee Iverson Lee Iverson UBC Dept. of ECE EECE 478 Viewing and Projection.
Rendering Pipeline Fall, D Polygon Rendering Many applications use rendering of 3D polygons with direct illumination.
Taxonomy of Projections FVFHP Figure Taxonomy of Projections.
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2007 Tamara Munzner Viewing/Projections IV.
Viewing and Projection
Viewing and Projection. The topics Interior parameters Projection type Field of view Clipping Frustum… Exterior parameters Camera position Camera orientation.
OpenGL LAB III.
Viewing. Classical Viewing Viewing requires three basic elements - One or more objects - A viewer with a projection surface - Projectors that go from.
Outline 3D Viewing Required readings: HB 10-1 to 10-10
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2008 Tamara Munzner Viewing/Projections I.
Three Dimensional Viewing
Final Review I University of British Columbia
Rendering Pipeline Fall, 2015.
Computer Graphics CC416 Week 14 3D Graphics.
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2016
CSE 167 [Win 17], Lecture 5: Viewing Ravi Ramamoorthi
Transformations V, Viewing I Week 3, Fri Jan 22
3D Viewing cgvr.korea.ac.kr.
Rendering Pipeline Aaron Bloomfield CS 445: Introduction to Graphics
CSCE 441 Computer Graphics 3-D Viewing
Scene Modeling for a Single View
Modeling 101 For the moment assume that all geometry consists of points, lines and faces Line: A segment between two endpoints Face: A planar area bounded.
Lecture 9: Projection Li Zhang Spring 2008
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2016
CENG 477 Introduction to Computer Graphics
Viewing/Projections I Week 3, Fri Jan 25
OpenGL 2D Viewing Pipeline
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2016
Computer Graphics (Spring 2003)
Viewing II Week 4, Mon Jan 25
Announcements Midterm out today Project 1 demos.
Last Time Canonical view pipeline Projection Local Coordinate Space
Chap 3 Viewing Pipeline Reading:
Viewing (Projections)
Viewing (Projections)
Viewing/Projections I Week 3, Fri Jan 25
THREE-DIMENSIONAL VIEWING II
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2016
Presentation transcript:

Viewing III Week 4, Wed Jan 27 http://www.ugrad.cs.ubc.ca/~cs314/Vjan2010

News extra TA office hours in lab 005 Tue 2-5 (Kai) Wed 2-5 (Garrett) Thu 1-3 (Garrett), Thu 3-5 (Kai) Fri 2-4 (Garrett) Tamara's usual office hours in lab Fri 4-5

Review: Convenient Camera Motion rotate/translate/scale versus 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

Review: W2V vs. V2W MW2V=TR we derived position of camera in world invert for world with respect to camera MV2W=(MW2V)-1=R-1T-1

Review: Graphics Cameras 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

Review: 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);

Demo Brown applets: viewing techniques parallel/orthographic cameras projection cameras http://www.cs.brown.edu/exploratories/freeSoftware/catalogs/viewing_techniques.html

Projections II

Asymmetric Frusta our formulation allows asymmetry why bother? x x right right Frustum Frustum Q: why would we want to do this? A: stereo viewing. can’t just rotate because axes of projection differ then z-order could differ, orientation of shapes differ. so use skewed frustum. -z -z left left z=-n z=-f

Asymmetric Frusta our formulation allows asymmetry why bother? binocular stereo view vector not perpendicular to view plane Left Eye Q: why would we want to do this? A: stereo viewing. can’t just rotate because axes of projection differ then z-order could differ, orientation of shapes differ. so use skewed frustum. Right Eye

Simpler Formulation left, right, bottom, top, near, far nonintuitive often overkill look through window center symmetric frustum constraints left = -right, bottom = -top

Field-of-View Formulation FOV in one direction + aspect ratio (w/h) determines FOV in other direction also set near, far (reasonably intuitive) x w fovx/2 h Frustum -z  fovy/2 z=-n z=-f

Perspective OpenGL glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(left,right,bot,top,near,far); or glPerspective(fovy,aspect,near,far);

Demo: Frustum vs. FOV http://www.xmission.com/~nate/tutors.html Nate Robins tutorial (take 2): http://www.xmission.com/~nate/tutors.html

Projective Rendering Pipeline object world viewing O2W W2V V2C OCS WCS VCS projection transformation modeling transformation viewing transformation clipping C2N CCS OCS - object/model coordinate system WCS - world coordinate system VCS - viewing/camera/eye coordinate system CCS - clipping coordinate system NDCS - normalized device coordinate system DCS - device/display/screen coordinate system perspective divide normalized device N2D NDCS viewport transformation device DCS

Projection Warp warp perspective view volume to orthogonal view volume render all scenes with orthographic projection! aka perspective warp x x z=d z=d z= z=0

Perspective Warp perspective viewing frustum transformed to cube orthographic rendering of cube produces same image as perspective rendering of original frustum

Predistortion

Projective Rendering Pipeline object world viewing O2W W2V V2C OCS WCS VCS projection transformation modeling transformation viewing transformation clipping C2N CCS OCS - object/model coordinate system WCS - world coordinate system VCS - viewing/camera/eye coordinate system CCS - clipping coordinate system NDCS - normalized device coordinate system DCS - device/display/screen coordinate system perspective divide normalized device N2D NDCS viewport transformation device DCS

Separate Warp From Homogenization viewing clipping normalized device VCS V2C CCS C2N NDCS projection transformation perspective division alter w / w warp requires only standard matrix multiply distort such that orthographic projection of distorted objects is desired persp projection w is changed clip after warp, before divide division by w: homogenization

Perspective Divide Example specific example assume image plane at z = -1 a point [x,y,z,1]T projects to [-x/z,-y/z,-z/z,1]T  [x,y,z,-z]T -z

Perspective Divide Example after homogenizing, once again w=1 projection transformation perspective division alter w / w

Perspective Normalization matrix formulation warp and homogenization both preserve relative depth (z coordinate)

Demo Brown applets: viewing techniques parallel/orthographic cameras projection cameras http://www.cs.brown.edu/exploratories/freeSoftware/catalogs/viewing_techniques.html