Foundations of Computer Graphics (Fall 2012) CS 184, Lectures 13,14: Reviews Transforms, OpenGL

Slides:



Advertisements
Similar presentations
Isoparametric Elements Element Stiffness Matrices
Advertisements

Understanding the graphics pipeline Lecture 2 Original Slides by: Suresh Venkatasubramanian Updates by Joseph Kider.
Graphics Pipeline.
Computer Graphic Creator: Mohsen Asghari Session 2 Fall 2014.
Computer Graphics Lecture 8 Arbitrary Viewing II: More Projection, Clipping and Mathematics of 3D Viewing.
2-D Geometry. The Image Formation Pipeline Outline Vector, matrix basics 2-D point transformations Translation, scaling, rotation, shear Homogeneous.
Projection Matrices CS4395: Computer Graphics 1 Mohan Sridharan Based on slides created by Edward Angel.
Projection Matrices Ed Angel
Foundations of Computer Graphics (Spring 2010) CS 184, Lecture 5: Viewing
CS485/685 Computer Vision Prof. George Bebis
Computer Graphics (Fall 2008) COMS 4160, Lecture 3: Transformations 1
The Pinhole Camera Model
Rotations and Translations. Representing a Point 3D A tri-dimensional point A is a reference coordinate system here.
OpenGL (II). How to Draw a 3-D object on Screen?
Computer Graphics (Fall 2004) COMS 4160, Lecture 3: Transformations 1
Geometric Objects and Transformations Geometric Entities Representation vs. Reference System Geometric ADT (Abstract Data Types)
Foundations of Computer Graphics (Fall 2012) CS 184, Lecture 3: Transformations 1
Rotations and Translations
Transformations Aaron Bloomfield CS 445: Introduction to Graphics
CS 480/680 Computer Graphics Representation Dr. Frederick C Harris, Jr. Fall 2012.
Programmable Pipelines. Objectives Introduce programmable pipelines ­Vertex shaders ­Fragment shaders Introduce shading languages ­Needed to describe.
Geometric Transformation. So far…. We have been discussing the basic elements of geometric programming. We have discussed points, vectors and their operations.
Sky Rendering The actual physics is very complicated and costly to calculate. Several cheap approaches for very distant skies: –Constant backdrop –Skybox.
Computer Graphics World, View and Projection Matrices CO2409 Computer Graphics Week 8.
1 Projection Matrices. 2 Objectives Derive the projection matrices used for standard OpenGL projections Introduce oblique projections Introduce projection.
Week 5 - Wednesday.  What did we talk about last time?  Project 2  Normal transforms  Euler angles  Quaternions.
CS559: Computer Graphics Lecture 9: Projection Li Zhang Spring 2008.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Shadows via Projection Glenn G. Chappell U. of Alaska Fairbanks CS 381 Lecture Notes Wednesday, November 5, 2003.
OpenGL Conclusions OpenGL Programming and Reference Guides, other sources CSCI 6360/4360.
Computer Graphics The Rendering Pipeline - Review CO2409 Computer Graphics Week 15.
CAP4730: Computational Structures in Computer Graphics 3D Transformations.
Geometric Objects and Transformation
1 Computer Graphics Week9 -3D Geometric Transformation.
Computer Graphics I, Fall 2010 Computer Viewing.
Games Development 1 Camera Projection / Picking CO3301 Week 8.
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.
CSE Real Time Rendering Week 5. Slides(Some) Courtesy – E. Angel and D. Shreiner.
1 Chapter 2: Geometric Camera Models Objective: Formulate the geometrical relationships between image and scene measurements Scene: a 3-D function, g(x,y,z)
Review on Graphics Basics. Outline Polygon rendering pipeline Affine transformations Projective transformations Lighting and shading From vertices to.
Foundations of Computer Graphics (Spring 2012) CS 184, Lecture 5: Viewing
Viewpoints and Transformations CSIS 5838: Graphics and Animation for Gaming.
3D Transformation A 3D point (x,y,z) – x,y, and z coordinates
Transformations: Projection CS 445/645 Introduction to Computer Graphics David Luebke, Spring 2003.
Foundations of Computer Graphics (Spring 2012) CS 184, Lecture 3: Transformations 1
Computer Graphics Matrices
Viewing and Projection
CS5500 Computer Graphics April 23, Today’s Topic Details of the front-end of the 3D pipeline: –How to construct the viewing matrix? –How to construct.
CS552: Computer Graphics Lecture 11: Orthographic Projection.
Coordinate Systems Lecture 1 Fri, Sep 2, The Coordinate Systems The points we create are transformed through a series of coordinate systems before.
Midterm Review. Overall No OpenGL programming questions, but programming pipeline and concepts of important OpenGL functions are required. – Parameter.
Viewing and Projection. The topics Interior parameters Projection type Field of view Clipping Frustum… Exterior parameters Camera position Camera orientation.
CS5500 Computer Graphics March 20, Computer Viewing Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts.
1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Computer Viewing Isaac Gang University of Mary Hardin-Baylor.
Computer Graphics Lecture 16 Fasih ur Rehman. Last Class Homogeneous transformations Types of Transformations – Linear Transformations – Affine Transformations.
GLSL Review Monday, Nov OpenGL pipeline Command Stream Vertex Processing Geometry processing Rasterization Fragment processing Fragment Ops/Blending.
Midterm Review Ceng 477 Introduction to Computer Graphics Computer Engineering METU.
- Introduction - Graphics Pipeline
CSE 167 [Win 17], Lecture 5: Viewing Ravi Ramamoorthi
3D Computer Graphics (3080/GV10) Week 5-6 Tutorial 3
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.
Projections and Normalization
CS451Real-time Rendering Pipeline
Introduction to Computer Graphics with WebGL
Isaac Gang University of Mary Hardin-Baylor
Projection in 3-D Glenn G. Chappell
Last Time Canonical view pipeline Projection Local Coordinate Space
CS5500 Computer Graphics April 24, 2006.
The Pinhole Camera Model
Presentation transcript:

Foundations of Computer Graphics (Fall 2012) CS 184, Lectures 13,14: Reviews Transforms, OpenGL

To Do  Finish HW 3. How are people doing on that?  Start thinking about, working on HW 4  Let GSIs or me know if partner problems  Prepare for midterm

Review Lectures  3 or 4 for class  Chance to cover some topics in depth  Go over some questions (see review notes)  More detailed mathematical questions  Preparation for midterm, final  Please feel free to also ask questions  More informal, done mostly on board

Questions?

Question 1 Write the homogeneous 4x4 matrices for the following transforms:  Translate by +5 units in the X direction  Rotate by 30 degrees about the X axis  The rotation, followed by the translation above, followed by scaling by a factor of 2.

Question 2  In 3D, consider applying a rotation R followed by a translation T. Write the form of the combined transformation in homogeneous coordinates (i.e. supply a 4x4 matrix) in terms of the elements of R and T. Now, construct the inverse transformation, giving the corresponding 4x4 matrix in terms of R and T. Verify by matrix multiplication that the inverse times the original transform does in fact give the identity.

Question 3 Consider flatland (without homogeneous coordinates) 2x2 transformation matrices. Let’s say we want to scale by 1.5 (increase length 50%) not about the coordinate axes, but about an axis at -45 degrees to the horizontal. What is the resulting transformation matrix?

Question 4 How can any 2D or 3D transformation (without homogeneous coordinates) be written (decomposed) as a combination of rotations and scales?

Question 6 Assume that in OpenGL, your near and far clipping planes are set at a distance of 1m and 100m respectively. Further, assume your z- buffer has 9 bits of depth resolution. This means that after the gluPerspective transformation, the remapped z values [ranging from -1 to +1] are quantized into 512 discrete depths.  How far apart are these discrete depth levels close to the near clipping plane?  More concretely, what is the z range (i.e. 1m to ?) of the first discrete depth?  Now, consider the case where all the interesting geometry lies further than 10m. How far apart are the discrete depth levels at 10m? Compare your answer to the first part and explain the cause for this difference.  How many discrete depth levels describe the region between 10m and 100m?  What is the number of bits required for this number of depth levels? How many bits of precision have been lost?  What would you recommend doing to increase precision?

Question 8 Consider the following operations in the standard OpenGL pipeline: Scan conversion or Rasterization, Texture Mapping, Projection Matrix, Transformation of Points and Normals by the ModelView Matrix, Dehomogenization (perspective division), clipping. Briefly explain what each of these operations are, and in what order they are performed and why. Which of these operations are conventionally performed in the vertex shader, fragment shader, or the OpenGL fixed function pipeline?