Computer Viewing Ed Angel Professor Emeritus of Computer Science

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Presentation transcript:

Computer Viewing Ed Angel Professor Emeritus of Computer Science University of New Mexico E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Objectives Introduce the mathematics of projection Introduce OpenGL viewing functions Look at alternate viewing APIs E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

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 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

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 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Default Projection Default projection is orthogonal clipped out 2 z=0 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

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 (Translate(0.0,0.0,-d);) d > 0 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Moving Camera back from Origin frames after translation by –d d > 0 default frames E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

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 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

OpenGL code Remember that last transformation specified is first to be applied // Using mat.h mat4 t = Translate (0.0, 0.0, -d); mat4 ry = RotateY(90.0); mat4 m = t*ry; E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

The LookAt Function The GLU library contained the function gluLookAt to form the required modelview matrix through a simple interface Note the need for setting an up direction Replaced by LookAt() in mat.h Can concatenate with modeling transformations Example: isometric view of cube aligned with axes mat4 mv = LookAt(vec4 eye, vec4 at, vec4 up); E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

gluLookAt LookAt(eye, at, up) E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

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 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

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 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

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 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Simple Perspective Center of projection at the origin Projection plane z = d, d < 0 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Perspective Equations Consider top and side views xp = yp = zp = d E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Homogeneous Coordinate Form consider q = Mp where M = q =  p = E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

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 mat.h functions that are equivalent to deprecated OpenGL functions xp = yp = zp = d E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

OpenGL Orthogonal Viewing Ortho(left,right,bottom,top,near,far) near and far measured from camera E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

OpenGL Perspective Frustum(left,right,bottom,top,near,far) E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Using Field of View With Frustum it is often difficult to get the desired view Perpective(fovy, aspect, near, far) often provides a better interface front plane aspect = w/h E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012