1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Classical Viewing Ed Angel Professor of Computer Science, Electrical and Computer Engineering,

Slides:



Advertisements
Similar presentations
Computer Graphics - Viewing -
Advertisements

Three Dimensional Viewing
1 View Shandong University Software College Instructor: Zhou Yuanfeng
Three-Dimensional Viewing Sang Il Park Sejong University Lots of slides are stolen from Jehee Lee’s.
Based on slides created by Edward Angel
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Computer Viewing Ed Angel Professor of Computer Science, Electrical and Computer Engineering,
Projection Matrices Ed Angel
OpenGL and Projections
Classical Viewing CS4395: Computer Graphics 1 Mohan Sridharan Based on slides created by Edward Angel.
1 Chapter 5 Viewing. 2 Perspective Projection 3 Parallel Projection.
Computer Graphics (fall 2009)
Advanced Computer Graphics Three Dimensional Viewing
Transformation & Projection Feng Yu Proseminar Computer Graphics :
Computer Graphics I, Fall 2010 Classical Viewing.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Viewing Angel Angel: Interactive Computer Graphics5E © Addison-Wesley
1 E. Angel and D. Shreiner : Interactive Computer Graphics 6E © Addison-Wesley 2012 Classical Viewing Sai-Keung Wong ( 黃世強 ) Computer Science National.
Chapter 5 Viewing.
1 Classical Viewing. 2 Objectives Introduce the classical views Compare and contrast image formation by computer with how images have been formed by architects,
C O M P U T E R G R A P H I C S Guoying Zhao 1 / 67 C O M P U T E R G R A P H I C S Guoying Zhao 1 / 67 Computer Graphics Three-Dimensional Graphics III.
Computer Graphics Bing-Yu Chen National Taiwan University.
Fundamentals of Computer Graphics Part 5 Viewing prof.ing.Václav Skala, CSc. University of West Bohemia Plzeň, Czech Republic ©2002 Prepared with Angel,E.:
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
CAP 4703 Computer Graphic Methods Prof. Roy Levow Chapter 5.
Demetriou/Loizidou – ACSC330 – Chapter 5 Viewing Dr. Giorgos A. Demetriou Computer Science Frederick Institute of Technology.
Computer Graphics I, Fall 2010 Computer Viewing.
Viewing and Projection. 2 3 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009  Introduce the classical views  Compare and contrast image.
CS5500 Computer Graphics March 12, 2007.
Viewing Chapter 5. CS 480/680 2Chapter 5 -- Viewing Introduction: Introduction: We have completed our discussion of the first half of the synthetic camera.
Graphics Graphics Korea University kucg.korea.ac.kr Viewing 고려대학교 컴퓨터 그래픽스 연구실.
Review on Graphics Basics. Outline Polygon rendering pipeline Affine transformations Projective transformations Lighting and shading From vertices to.
Three-Dimensional Viewing
12/24/2015 A.Aruna/Assistant professor/IT/SNSCE 1.
Classical Viewing Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.
1 PTT 105/3: Engineering Graphics. TAXONOMY OF PLANAR GEOMETRIC PROJECTIONS PTT 105/3: Engineering Graphics 2 Planar Geometric Projections Parallel Multiview.
Classical Viewing Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico.
Viewing Angel Angel: Interactive Computer Graphics5E © Addison-Wesley
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.
Viewing. Classical Viewing Viewing requires three basic elements - One or more objects - A viewer with a projection surface - Projectors that go from.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Computer Graphics Lecture 09 Fasih ur Rehman. Last Class Viewing – Perspectives – Projections.
PROJECTIONS PROJECTIONS 1. Transform 3D objects on to a 2D plane using projections 2 types of projections Perspective Parallel In parallel projection,
Viewing 고려대학교 컴퓨터 그래픽스 연구실 kucg.korea.ac.kr.
Viewing.
Computer Viewing.
Projection Our 3-D scenes are all specified in 3-D world coordinates
Isaac Gang University of Mary Hardin-Baylor
CSC461: Lecture 18 Classical Viewing
CSC461: Lecture 20 Parallel Projections in OpenGL
Projections and Normalization
CSC461: Lecture 19 Computer Viewing
Classical Viewing Ed Angel
Isaac Gang University of Mary Hardin-Baylor
Introduction to Computer Graphics with WebGL
Three Dimensional Viewing
Introduction to Computer Graphics with WebGL
Projections and Hidden Surface Removal
Viewing (Projections)
University of New Mexico
Viewing (Projections)
Computer Graphics Computer Viewing
Computer Viewing Ed Angel Professor Emeritus of Computer Science
PROJECTIONS KOYEL DATTA GUPTA.
University of New Mexico
Isaac Gang University of Mary Hardin-Baylor
Viewing and Projection
Viewing and Projection
Presentation transcript:

1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Classical Viewing Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

2 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Objectives Introduce the classical views Compare and contrast image formation by computer with how images have been formed by architects, artists, and engineers Learn the benefits and drawbacks of each type of view

3 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Classical Viewing Viewing requires three basic elements ­One or more objects ­A viewer with a projection surface ­Projectors that go from the object(s) to the projection surface Classical views are based on the relationship among these elements ­The viewer picks up the object and orients it how she would like to see it Each object is assumed to constructed from flat principal faces ­Buildings, polyhedra, manufactured objects

4 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Planar Geometric Projections Standard projections project onto a plane Projectors are lines that either ­converge at a center of projection ­are parallel Such projections preserve lines ­but not necessarily angles Nonplanar projections are needed for applications such as map construction

5 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Classical Projections

6 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Perspective vs Parallel Computer graphics treats all projections the same and implements them with a single pipeline Classical viewing developed different techniques for drawing each type of projection Fundamental distinction is between parallel and perspective viewing even though mathematically parallel viewing is the limit of perspective viewing

7 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Taxonomy of Planar Geometric Projections parallel perspective axonometric multiview orthographic oblique isometricdimetrictrimetric 2 point1 point3 point planar geometric projections

8 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Perspective Projection

9 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Parallel Projection

10 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Orthographic Projection Projectors are orthogonal to projection surface

11 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Multiview Orthographic Projection Projection plane parallel to principal face Usually form front, top, side views isometric (not multiview orthographic view) front side top in CAD and architecture, we often display three multiviews plus isometric

12 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Advantages and Disadvantages Preserves both distances and angles ­Shapes preserved ­Can be used for measurements Building plans Manuals Cannot see what object really looks like because many surfaces hidden from view ­Often we add the isometric

13 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Axonometric Projections Allow projection plane to move relative to object classify by how many angles of a corner of a projected cube are the same none: trimetric two: dimetric three: isometric  1  3  2

14 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Types of Axonometric Projections

15 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Axonometric Views the object is rotated about an axis to display all three dimensions, and only one view is required.

16 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Advantages and Disadvantages Lines are scaled (foreshortened) but can find scaling factors Lines preserved but angles are not ­Projection of a circle in a plane not parallel to the projection plane is an ellipse Can see three principal faces of a box-like object Some optical illusions possible ­Parallel lines appear to diverge Does not look real because far objects are scaled the same as near objects Used in CAD applications

17 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Oblique Projection Arbitrary relationship between projectors and projection plane

18 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Oblique Drawings Oblique drawings are a form of pictorial drawings in which the most descriptive or natural front view is placed parallel to the plane of projection.

19 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Advantages and Disadvantages Can pick the angles to emphasize a particular face ­Architecture: plan oblique, elevation oblique Angles in faces parallel to projection plane are preserved while we can still see “around” side In physical world, cannot create with simple camera; possible with bellows camera or special lens (architectural)

20 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Perspective Projection Projectors coverge at center of projection

21 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Vanishing Points Parallel lines (not parallel to the projection plan) on the object converge at a single point in the projection (the vanishing point) Drawing simple perspectives by hand uses these vanishing point(s) vanishing point

22 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Three-Point Perspective No principal face parallel to projection plane Three vanishing points for cube

23 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Two-Point Perspective On principal direction parallel to projection plane Two vanishing points for cube

24 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 One-Point Perspective One principal face parallel to projection plane One vanishing point for cube

25 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Advantages and Disadvantages Objects further from viewer are projected smaller than the same sized objects closer to the viewer (diminution) ­Looks realistic Equal distances along a line are not projected into equal distances (nonuniform foreshortening) Angles preserved only in planes parallel to the projection plane More difficult to construct by hand than parallel projections (but not more difficult by computer)

26 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Computer Viewing Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

27 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Objectives Introduce the mathematics of projection Introduce OpenGL viewing functions Look at alternate viewing APIs

28 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 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

29 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 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

30 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Default Projection Default projection is orthogonal clipped out z=0 2

31 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 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 ( glTranslatef(0.0,0.0,-d); ) ­d > 0

32 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Moving Camera back from Origin default frames frames after translation by –d d > 0

33 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 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

34 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 OpenGL code Remember that last transformation specified is first to be applied glMatrixMode(GL_MODELVIEW) glLoadIdentity(); glTranslatef(0.0, 0.0, -d); glRotatef(90.0, 0.0, 1.0, 0.0);

35 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 The LookAt Function The GLU library contains the function gluLookAt to form the required modelview matrix through a simple interface Note the need for setting an up direction Still need to initialize ­Can concatenate with modeling transformations Example: isometric view of cube aligned with axes glMatrixMode(GL_MODELVIEW): glLoadIdentity(); gluLookAt(1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0., );

36 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 gluLookAt glLookAt(eyex, eyey, eyez, atx, aty, atz, upx, upy, upz)

37 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 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

38 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 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 x p = x y p = y z p = 0

39 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Homogeneous Coordinate Representation x p = x y p = y z p = 0 w p = 1 p p = Mp M = In practice, we can let M = I and set the z term to zero later default orthographic projection

40 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Simple Perspective Center of projection at the origin Projection plane z = d, d < 0

41 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Perspective Equations Consider top and side views x p =y p = z p = d

42 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Homogeneous Coordinate Form M = consider q = Mp where q =  p =

43 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 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 the OpenGL functions x p =y p = z p = d

44 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 OpenGL Orthogonal Viewing glOrtho(left,right,bottom,top,near,far) near and far measured from camera

45 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 OpenGL Perspective glFrustum(left,right,bottom,top,near,far)

46 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Using Field of View With glFrustum it is often difficult to get the desired view gluPerpective(fovy, aspect, near, far) often provides a better interface aspect = w/h front plane