University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2007 Tamara Munzner Viewing/Projections IV.

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Presentation transcript:

University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2007 Tamara Munzner Viewing/Projections IV Week 4, Fri Feb 2

2 Reading for Today FCG Chapter 7 Viewing FCG Section Windowing Transforms RB rest of Chap Viewing RB rest of App Homogeneous Coords

3 Reading for Next Time RB Chap Color FCG Sections FCG Chap 20 Color FCG Chap 21 Visual Perception

4 News my office hours reminder (in lab): today homework 1 due 3pm in box marked 314 same hallway as lab project 1 due 6pm, electronic handin no hardcopy required demo signup sheet going around again Mon 1-12; Tue 10-12:30, 4-6; Wed 10-12, 2:30-4 arrive in lab 10 min before for your demo slot be logged in and ready to go at your time note to those developing in Windows/Mac your program must compile and run on lab machines test before the last minute, no changes after handin

5 Homework 1 News don’t forget problem 11 (on back of page) Problem 3 is now extra credit Write down the 4x4 matrix for shearing an object by 2 in y and 3 in z.

6 Correction (Transposed Before): 3D Shear shear in x shear due to x along y and z axes shear in y shear in z general shear

7 News midterm Friday Feb 9 closed book no calculators allowed to have one page of notes handwritten, one side of 8.5x11” sheet this room (DMP 301), 11-11:50 material covered transformations, viewing/projection

8 Projective Rendering Pipeline 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 OCS O2W VCS CCS NDCS DCSmodelingtransformationviewingtransformation projectiontransformation viewporttransformation perspective divide objectworld viewing device normalized device clipping W2VV2C N2D C2N WCS

9 NDC to Device Transformation map from NDC to pixel coordinates on display NDC range is x = , y = , z = typical display range: x = , y = maximum is size of actual screen z range max and default is (0, 1), use later for visibility x y viewport NDC x y glViewport(0,0,w,h); glDepthRange(0,1); // depth = 1 by default

10 Origin Location yet more (possibly confusing) conventions OpenGL origin: lower left most window systems origin: upper left then must reflect in y when interpreting mouse position, have to flip your y coordinates x y viewport NDC x y

11 N2D Transformation general formulation reflect in y for upper vs. lower left origin scale by width, height, depth translate by width/2, height/2, depth/2 FCG includes additional translation for pixel centers at (.5,.5) instead of (0,0) x y viewport NDC height width x y

12 N2D Transformation x y viewport NDC height width x y

13 Device vs. Screen Coordinates viewport/window location wrt actual display not available within OpenGL usually don’t care use relative information when handling mouse events, not absolute coordinates could get actual display height/width, window offsets from OS loose use of terms: device, display, window, screen... x display viewport display height display width x offset y offset y viewport x 0 0 y

14 Projective Rendering Pipeline OCS - object coordinate system WCS - world coordinate system VCS - viewing coordinate system CCS - clipping coordinate system NDCS - normalized device coordinate system DCS - device coordinate system OCS WCS VCS CCS NDCS DCSmodelingtransformationviewingtransformationprojectiontransformationviewporttransformation alter w / w objectworld viewing device normalized device clipping perspectivedivision glVertex3f(x,y,z) glTranslatef(x,y,z)glRotatef(a,x,y,z)....gluLookAt(...) glFrustum(...) glutInitWindowSize(w,h)glViewport(x,y,a,b) O2WW2VV2C N2D C2N

15 Coordinate Systems viewing (4-space, W=1) clipping (4-space parallelepiped, with COP moved backwards to infinity normalized device (3-space parallelepiped) device (3-space parallelipiped) projection matrix divide by w scale & translate projection matrix

16 Perspective To NDCS Derivation x z NDCS y (-1,-1,-1) (1,1,1) x=left x=right y=top y=bottom z=-near z=-far x VCS y z

17 Perspective Derivation simple example earlier: complete: shear, scale, projection-normalization

18 Perspective Derivation earlier: complete: shear, scale, projection-normalization

19 Perspective Derivation earlier: complete: shear, scale, projection-normalization

20 Perspective Derivation

21 Perspective Derivation similarly for other 5 planes 6 planes, 6 unknowns

22 Perspective Example tracks in VCS: left x=-1, y=-1 right x=1, y=-1 view volume left = -1, right = 1 bot = -1, top = 1 near = 1, far = 4 z=-1 z=-4 x z VCS top view 1 1 NDCS (z not shown) real midpoint 0 xmax-1 0 DCS (z not shown) ymax-1 x=-1 x=1

23 Perspective Example view volume left = -1, right = 1 bot = -1, top = 1 near = 1, far = 4

24 Perspective Example / w

25 OpenGL Example glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 45, 1.0, 0.1, ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glTranslatef( 0.0, 0.0, -5.0 ); glPushMatrix() glTranslate( 4, 4, 0 ); glutSolidTeapot(1); glPopMatrix(); glTranslate( 2, 2, 0); glutSolidTeapot(1); OCS2 O2W VCSmodelingtransformationviewingtransformation projectiontransformation objectworld viewing W2VV2C WCS transformations that are applied first are specified last OCS1 WCS VCS W2O W2O CCS clipping CCS OCS

26 Projection Taxonomy planarprojections perspective:1,2,3-point parallel oblique orthographic cabinet cavalier top,front,side axonometric:isometricdimetrictrimetric perspective: projectors converge orthographic, axonometric: projectors parallel and perpendicular to projection plane oblique: projectors parallel, but not perpendicular to projection plane

27 Perspective Projections projectors converge on image plane select how many vanishing points one-point: projection plane parallel to two axes two-point: projection plane parallel to one axis three-point: projection plane not parallel to any axis one-pointperspective two-pointperspective three-pointperspective Tuebingen demo: vanishingpoints

28 Orthographic Projections projectors parallel, perpendicular to image plane image plane normal parallel to one of principal axes select view: top, front, side every view has true dimensions, good for measuring

29 Axonometric Projections projectors parallel, perpendicular to image plane image plane normal not parallel to axes select axis lengths can see many sides at once

30 Oblique Projections x y z cavalier d d x y z cabinet d d / 2 projectors parallel, oblique to image plane select angle between front and z axis lengths remain constant both have true front view cavalier: distance true cabinet: distance half Tuebingen demo: oblique projections