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Published byTimothy O’Connor’ Modified over 9 years ago
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1 General Camera ©Anthony Steed 2001-2003
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2 Overview n Simple camera is limiting and it is necessary to model a camera that can be moved n We will define parameters for a camera in terms of where it “is”, the direction it points and the direction it considers to be “up” on the image
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3 Simple Camera (Cross Section) Z-Z Y d COP y max y min
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4 General Camera n View Reference Point (VRP) where the camera is n View Plane Normal (VPN) where the camera points n View Up Vector (VUV) which way is up to the camera n X (or U-axis) forms LH system
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5 UVN Coordinates n View Reference Point (VRP) origin of VC system (VC=View Coordinates) n View Plane Normal (VPN) Z (or N-axis) of VC system n View Up Vector (VUV) determines Y (or V-axis) of VCS n X (or U-axis) forms Left Hand system
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6 World Coords and Viewing Coords Y X Z V U N VUV VRP We want to find a general transform (EQ1) of the above form that will map WC to VC
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7 View from the Camera VUV N and VPN into the page U V XY Z xmin, ymin xmax, ymax
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8 Finding the basis vectors n Step 1 - find n n Step 2 - find u n Step 3 - find v
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9 Finding the Mapping (1) n u,v,n must rotate under R to i,j,k of viewing space n Both basis are normalised so this is a pure rotation matrix recall in this case R T = R -1
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10 Finding the Mapping (2) n In uvn system VRP (q) is (0 0 0 1) n And we know from EQ1 so
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11 Complete Mapping n Complete matrix
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12 For you to check n If n Then
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13 Using this for Ray-Casting n Use a similar camera configuration (COP is usually, but not always on -n) n To trace object must either transform spheres into VC transform rays into WC
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14 Ray-casting n Transforming rays into WC Transform end-point once Find direction vectors through COP as before Transform vector by Intersect spheres in WC
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15 Ray-casting n Transforming spheres into VC Centre of sphere is a point so can be transformed as usual (WC to VC) Radius of sphere is unchanged by rotation and translation (and spheres are spheroids if there is a non-symmetric scale)
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16 Tradeoff n If more rays than spheres do the former transform spheres into VC n For more complex scenes e.g. with polygons transform rays into WC
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17 Alternative Forms of the Camera n Simple “Look At” Give a VRP and a target (TP) VPN = TP-VRP VUV = (0 1 0) (i.e. “up” in WC) n Field of View Give horizontal and vertical FOV or one or the other and an aspect ratio Calculate viewport and proceed as before
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18 Animated Cameras n Animate VRP (observer-cam) n Animate VPN (look around) n Animate TP (track-cam) n Animate COP along VPN - zoom orthogonal to VPN - distort
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19 Recap n We created a more general camera which we can use to create views of our scenes from arbitrary positions n Formulation of mapping from WC to VC (and back)
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