1 of 23 New Lecture And Lab Information Lectures: –Thursday 12:00 – 13:00 (room tba) –Friday 15:00 – 16:00 (A28) Labs: –Wednesday 10:00 – 11:00 (A305)

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1 of 23 New Lecture And Lab Information Lectures: –Thursday 12:00 – 13:00 (room tba) –Friday 15:00 – 16:00 (A28) Labs: –Wednesday 10:00 – 11:00 (A305) –Wednesday 17:00 – 18:00 (Aungier St ) Sorry for all of the messing around!

Course Website: Computer Graphics 7: Viewing in 3-D

3 of 23 Contents In today’s lecture we are going to have a look at: –Transformations in 3-D How do transformations in 3-D work? 3-D homogeneous coordinates and matrix based transformations –Projections History Geometrical Constructions Types of Projection Projection in Computer Graphics

4 of 23 Images taken from Hearn & Baker, “Computer Graphics with OpenGL” (2004) 3-D Coordinate Spaces Remember what we mean by a 3-D coordinate space x axis y axis z axis P y z x Right-Hand Reference System

5 of 23 Translations In 3-D To translate a point in three dimensions by dx, dy and dz simply calculate the new points as follows: x’ = x + dx y’ = y + dyz’ = z + dz (x’, y’, z’) (x, y, z) Translated Position Images taken from Hearn & Baker, “Computer Graphics with OpenGL” (2004)

6 of 23 Scaling In 3-D To sale a point in three dimensions by sx, sy and sz simply calculate the new points as follows: x’ = sx*xy’ = sy*yz’ = sz*z (x, y, z) Scaled Position (x’, y’, z’) Images taken from Hearn & Baker, “Computer Graphics with OpenGL” (2004)

7 of 23 Rotations In 3-D When we performed rotations in two dimensions we only had the choice of rotating about the z axis In the case of three dimensions we have more options –Rotate about x – pitch –Rotate about y – yaw –Rotate about z - roll

8 of 23 Images taken from Hearn & Baker, “Computer Graphics with OpenGL” (2004) Rotations In 3-D (cont…) x’ = x·cosθ - y·sinθ y’ = x·sinθ + y·cosθ z’ = z x’ = x y’ = y·cosθ - z·sinθ z’ = y·sinθ + z·cosθ x’ = z·sinθ + x·cosθ y’ = y z’ = z·cosθ - x·sinθ The equations for the three kinds of rotations in 3-D are as follows:

9 of 23 Homogeneous Coordinates In 3-D Similar to the 2-D situation we can use homogeneous coordinates for 3-D transformations - 4 coordinate column vector All transformations can then be represented as matrices x axis y axis z axis P y z x P (x, y, z) =

10 of 23 3D Transformation Matrices Translation by dx, dy, dz Scaling by sx, sy, sz Rotate About X-AxisRotate About Y-AxisRotate About Z-Axis

11 of 23 Remember The Big Idea Images taken from Hearn & Baker, “Computer Graphics with OpenGL” (2004)

12 of 23 What Are Projections? Our 3-D scenes are all specified in 3-D world coordinates To display these we need to generate a 2-D image - project objects onto a picture plane So how do we figure out these projections? Picture Plane Objects in World Space

13 of 23 Converting From 3-D To 2-D Projection is just one part of the process of converting from 3-D world coordinates to a 2-D image Clip against view volume Project onto projection plane Transform to 2-D device coordinates 3-D world coordinate output primitives 2-D device coordinates

14 of 23 Types Of Projections There are two broad classes of projection: –Parallel: Typically used for architectural and engineering drawings –Perspective: Realistic looking and used in computer graphics Perspective Projection Parallel Projection

15 of 23 Types Of Projections (cont…) For anyone who did engineering or technical drawing

16 of 23 Parallel Projections Some examples of parallel projections Orthographic Projection Isometric Projection

17 of 23 Isometric Projections Isometric projections have been used in computer games from the very early days of the industry up to today Q*BertSim CityVirtual Magic Kingdom

18 of 23 Perspective Projections Perspective projections are much more realistic than parallel projections

19 of 23 Perspective Projections There are a number of different kinds of perspective views The most common are one-point and two point perspectives Images taken from Hearn & Baker, “Computer Graphics with OpenGL” (2004) One Point Perspective Projection Two-Point Perspective Projection

20 of 23 Elements Of A Perspective Projection Virtual Camera

21 of 23 The Up And Look Vectors The look vector indicates the direction in which the camera is pointing The up vector determines how the camera is rotated For example, is the camera held vertically or horizontally Up vector Look vector Position Projection of up vector

22 of 23 Summary In today’s lecture we looked at: –Transformations in 3-D Very similar to those in 2-D –Projections 3-D scenes must be projected onto a 2-D image plane Lots of ways to do this –Parallel projections –Perspective projections The virtual camera

23 of 23 Who’s Choosing Graphics? A couple of quick questions for you: –Who is choosing graphics as an option? –Are there any problems with option time- tabling? –What do you think of the course so far? Is it too fast/slow? Is it too easy/hard? Is there anything in particular you want to cover?