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OpenGL LAB III
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Outline Viewing Transformation Projection and Orthographic Projection
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Transformation pipeline
Stages of vertex transformation Modelview Matrix Projection Matrix Viewport Mapping Object coords Camera coords Normalized coords Window coords
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Transformation pipeline
Matrices are set up on stacks Matrix commands are post-multiplied onto the current matrix The last command issued is the first transformation applied to the object Can save/restore the current matrix
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Transformation pipeline
Save / Restore the current matirx: glPushMatrix() glPopMatrix() Change the current matrix stack: glMatrixMode(Glenum mode) GL_MODELVIEW, GL_PROJECTION, GL_TEXTURE
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Modelview transformation
Modeling transformation Model local coordinates → world coordinates Viewing transformation world coordinates → eye coordinates
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Viewing Transformation
Another change of coordinate systems Maps points from world space into eye space Viewing position is transformed to the origin Viewing direction is oriented along some axis A viewing volume is defined Combined with modeling transformation to form the modelview matrix in OpenGL
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Camera View Camera coordinate system
The camera is located at the origin The camera’s optical axis is along one of the coordinate axes (-z in OpenGL convention) The up axis (y axis) is aligned with the camera’s up direction We can greatly simplify the clipping and projection steps in this frame The viewing transformation can be expressed using the rigid body transformations discussed before
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Viewing Transformation Steps
Viewing transformation should align the world and camera coordinate frames We can transform the world frame to the camera frame with a rotation followed a translation Rotate Translate
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Intuitive Camera Specification
How to specify a camera gluLookAt (eyex, eyey, eyez, centerx, centery, centerz, upx, upy, upz) (eyex, eyey, eyez): Coordinates of the camera (eye) location in the world coordinate system (centerx, centery, centerz): the look-at point, which should appear in the center of the camera image, specifies the viewing direction (upx, upy, upz): an up-vector specifies the camera orientation by defining a world space vector that should be oriented upwards in the final image This intuitive specification allows us to specify an arbitrary camera path by changing only the eye point and leaving the look-at and up vectors untouched Or we could pan the camera from object to object by leaving the eye-point and up-vector fixed and changing only look-at point
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Example void display() { glClear(GL_COLOR_BUFFER | GL_DEPTH_BUFFER_BIT); glColor3f(0.0, 1.0, 0.0); glLoadIdentity(); gluLookAt(0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 1.0, 1.0, 0.0); glutWireTeapot(0.5); glFlush(); }
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Tutorials Change your camera view based on key inputs
‘q’ : eyex +0.1, ‘i’ : eyex -0.1 ‘w’ : eyey + 0.1, ‘o’ : eyey -0.1 ‘e’ : eyez +0.1, ‘p’ : eyez -0.1 ‘a’ : centerx +0.1, ‘j’ : centerx -0.1 ‘s’ : centery +0.1, ‘k’ : centery -0.1 ‘d’ : centerz +0.1, ‘l’ : centerz -0.1 ‘z’ : upx +0.1, ‘b’ : upx -0.1 ‘x’ : upy +0.1, ‘n’ : upy -0.1 ‘c’ : upz +0.1, ‘m’ : upz -0.1
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Tutorials Set camera view to following figures
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The Matrix for glLookAt
(u, v, w, eye) forms the viewing coordinate system w = eye – look u = up × w v = w × u The matrix that transforms coordinates from world frame to viewing frame. dx = - eye · u dy = - eye · v dz = - eye · w
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Setup Camera Since viewing transformation is a rotation and translation transformation. We can use glRotatef() and glTranslatef() instead of gluLookAt() In the previous example (view a scene at origin from (10, 0, 0) ), we can equivalently use glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(45, 0, 0, 1); Since the viewing transformation is applied after modeling transformations, it should be set before modeling transformations.
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Set Viewing Transformation
Furthermore, glTranslatef() and glRotatef() can be used to define custom viewing control. Example void display() { … glRotatef(angle, axisx, axisy, axisz); glTranslatef(xpos, ypos, zpos); }
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Projection Transformations
The projection transformation maps all of our 3-D coordinates onto our desired viewing plane. Greatly simplified by using the camera (viewing) frame. projection matrices do not transform points from our affine space back into the same space. Projection transformations are not affine and we should expect projection matrices to be less than full rank
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Orthographic Projection
The simplest form of projection simply project all points along lines parallel to the z-axis (x, y, z)->(x, y, 0) Here is an example of an parallel projection of our scene. Notice that the parallel lines of the tiled floor remain parallel after orthographic projection
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Orthographic Projection
The projection matrix for orthographic projection is simple: Notice the units of the transformed points are still the same as the model units. We need to further transform them to the screen space. OpenGL functions for orthographic projection gluOrtho2D(left, right, bottom, top), glOrtho(left, right, bottom, top, near, far)
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Perspective Projection
Perspective projection is important for making images appear realistic. causes objects nearer to the viewer to appear larger than the same object would appear farther away Note how parallel lines in 3D space may appear to converge to a single point when viewed in perspective.
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Viewing Frustum and Clipping
The right picture shows the view volume that is visible for a perspective projection window, called viewing frustum It is determined by a near and far cutting planes and four other planes Anything outside of the frustum is not shown on the projected image, and doesn’t need to be rendered The process of remove invisible objects from rendering is called clipping
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OpenGL Perspective Projection
Set viewing frustum and perspective projection matrix glFrustum(left,right,bottom,top,near,far) left and right are coordinates of left and right window boundaries in the near plane bottom and top are coordinates of bottom and top window boundaries in the near plane near and far are positive distances from the eye along the viewing ray to the near and far planes Projection actually maps the viewing frustum to a canonical cube the preserves depth information for visibility purpose.
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The OpenGL Perspective Matrix
Matrix M maps the viewing frustum to a NDC (canonical cube) We are looking down the -z direction
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Near/Far and Depth Resolution
It may seem sensible to specify a very near clipping plane and a very far clipping plane Sure to contain entire scene But, a bad idea: OpenGL only has a finite number of bits to store screen depth Too large a range reduces resolution in depth - wrong thing may be considered “in front” Always place the near plane as far from the viewer as possible, and the far plane as close as possible
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Perspective Projection
If the viewing frustum is symmetrical along the x and y axes. It can be set using gluPerspective() gluPerspective(θ,aspect,n,f) θ: the field of view angle aspect: the aspect ratio of the display window (width/height)
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Set a view int main( int argc, char* argv[] )
{ … glutReshapeFunc( reshape ); } void reshape(int width, int height) { glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); double aspect = width/double(height); gluPerspective(45, aspect, 1, 1024); }
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Next time Lighting and Texture mapping
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