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Three Dimensional Viewing

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Presentation on theme: "Three Dimensional Viewing"— Presentation transcript:

1 Three Dimensional Viewing

2 3D Viewing The steps for computer generation of a view of a three dimensional scene are somewhat analogous to the processes involved in taking a photograph.

3 Camera Analogy Viewing position Camera orientation
Size of clipping window Position Orientation Window (aperture) of the camera

4 Viewing Pipeline The general processing steps for modeling and converting a world coordinate description of a scene to device coordinates:

5 Viewing Pipeline Construct the shape of individual objects in a scene within modeling coordinate, and place the objects into appropriate positions within the scene (world coordinate).

6 Viewing Pipeline World coordinate positions are converted to viewing coordinates.

7 Viewing Pipeline Convert the viewing coordinate description of the scene to coordinate positions on the projection plane.

8 Viewing Pipeline Positions on the projection plane, will then mapped to the Normalized coordinate and output device.

9 Viewing Coordinates Viewing coordinates system described 3D objects with respect to a viewer. A Viewing (Projector) plane is set up perpendicular to zv and aligned with (xv,yv). Camera Analogy

10 Specifying the Viewing Coordinate System (View Reference Point)
We first pick a world coordinate position called view reference point (origin of our viewing coordinate system). P0 is a point where a camera is located. The view reference point is often chosen to be close to or on the surface of some object, or at the center of a group of objects. Position

11 Specifying the Viewing Coordinate System (Zv Axis)
Next, we select the positive direction for the viewing zv axis, by specifying the view plane normal vector, N. The direction of N, is from the look at point (L) to the view reference point. Look Vector

12 Specifying the Viewing Coordinate System (yv Axis)
Finally, we choose the up direction for the view by specifying a vector V, called the view up vector. This vector is used to establish the positive direction for the yv axis. V is projected into a plane that is perpendicular to the normal vector. Up Vector

13 Look and Up Vectors Look Vector the direction the camera is pointing
three degrees of freedom; can be any vector in 3-space Up Vector determines how the camera is rotated around the Look vector for example, whether you’re holding the camera horizontally or vertically (or in between) projection of Up vector must be in the plane perpendicular to the look vector (this allows Up vector to be specified at an arbitrary angle to its Look vector) Projection of up vector Up vector Look vector Position

14 Specifying the Viewing Coordinate System (xv Axis)
Using vectors N and V, the graphics package computer can compute a third vector U, perpendicular to both N and V, to define the direction for the xv axis. P0 P0

15 The View Plane Graphics package allow users to choose the position of the view plane along the zv axis by specifying the view plane distance from the viewing origin. The view plane is always parallel to the xvyv plane.

16 Obtain a Series of View To obtain a series of view of a scene, we can keep the view reference point fixed and change the direction of N.

17 Simulate Camera Motion
To simulate camera motion through a scene, we can keep N fixed and move the view reference point around.

18 Transformation from World to Viewing Coordinates

19 Viewing Pipeline Before object description can be projected to the view plane, they must be transferred to viewing coordinates. World coordinate positions are converted to viewing coordinates.

20 Transformation from World to Viewing Coordinates
Transformation sequence from world to viewing coordinates:

21 Transformation from World to Viewing Coordinates
Another Method for generating the rotation-transformation matrix is to calculate unit uvn vectors and form the composite rotation matrix directly:

22 Projection

23 Viewing Pipeline Convert the viewing coordinate description of the scene to coordinate positions on the projection plane. Viewing 3D objects on a 2D display requires a mapping from 3D to 2D.

24 Projection Projection can be defined as a mapping of point P(x,y,z) onto its image in the projection plane. The mapping is determined by a projector that passes through P and intersects the view plane ( ).

25 Projection Projectors are lines from center (reference) of projection through each point in the object. The result of projecting an object is dependent on the spatial relationship among the projectors and the view plane.

26 Projection Parallel Projection : Coordinate position are transformed to the view plane along parallel lines. Perspective Projection: Object positions are transformed to the view plane along lines that converge to the projection reference (center) point.

27 Parallel Projection Coordinate position are transformed to the view plane along parallel lines. Center of projection at infinity results with a parallel projection. A parallel projection preserves relative proportion of objects, but dose not give us a realistic representation of the appearance of object.

28 Perspective Projection
Object positions are transformed to the view plane along lines that converge to the projection reference (center) point. Produces realistic views but does not preserve relative proportion of objects.

29 Perspective Projection
Projections of distant objects are smaller than the projections of objects of the same size are closer to the projection plane.

30 Parallel and Perspective Projection

31 Parallel Projection

32 Parallel Projection Projection vector: Defines the direction for the projection lines (projectors). Orthographic Projection: Projectors (projection vectors) are perpendicular to the projection plane. Oblique Projection: Projectors (projection vectors) are not perpendicular to the projection plane.

33 Orthographic Parallel Projection

34 Orthographic Parallel Projection
Orthographic projection used to produce the front, side, and top views of an object.

35 Orthographic Parallel Projection
Front, side, and rear orthographic projections of an object are called elevations. Top orthographic projection is called a plan view.

36 Orthographic Parallel Projection
Multi View Orthographic

37 Orthographic Parallel Projection
Axonometric orthographic projections display more than one face of an object.

38 Orthographic Parallel Projection
Isometric Projection: Projection plane intersects each coordinate axis in which the object is defined (principal axes) at the same distant from the origin. Projection vector makes equal angles with all of the three principal axes. Isometric projection is obtained by aligning the projection vector with the cube diagonal.

39 Orthographic Parallel Projection
Dimetric Projection: Projection vector makes equal angles with exactly two of the principal axes.

40 Orthographic Parallel Projection
Trimetric Projection: Projection vector makes unequal angles with the three principal axes.

41 Orthographic Parallel Projection

42 Orthographic Parallel Projection Transformation

43 Orthographic Parallel Projection Transformation
Convert the viewing coordinate description of the scene to coordinate positions on the Orthographic parallel projection plane.

44 Orthographic Parallel Projection Transformation
Since the view plane is placed at position zvp along the zv axis. Then any point (x,y,z) in viewing coordinates is transformed to projection coordinates as:

45 Oblique Parallel Projection

46 Oblique Parallel Projection
Projection are not perpendicular to the viewing plane. Angles and lengths are preserved for faces parallel the plane of projection. Preserves 3D nature of an object.

47 Parallel Projection Transformation
Oblique Parallel Projection Transformation

48 Oblique Parallel Projection Transformation
Convert the viewing coordinate description of the scene to coordinate positions on the Oblique parallel projection plane.

49 Oblique Parallel Projection
Angles, distances, and parallel lines in the plane are projected accurately.

50 Cavalier Projection Cavalier Projection:
Preserves lengths of lines perpendicular to the viewing plane. 3D nature can be captured. Can display a combination of front, and side, and top views.

51 Cabinet Projection Cabinet Projection:
Lines perpendicular to the viewing plane project at ½ of their length. A more realistic view than the cavalier projection. Can display a combination of front, and side, and top views.

52 Cavalier & Cabinet Projection

53 Perspective Projection

54 Perspective Projection

55 Perspective Projection
In a perspective projection, the center of projection is at a finite distance from the viewing plane. Produces realistic views. The size of a projection object is inversely proportional to its distance from the viewing plane.

56 Perspective Projection
Parallel lines that are not parallel to the viewing plane, converge to a vanishing point. A vanishing point is the projection of a point at infinity.

57 Vanishing Points Each set of projected parallel lines will have a separate vanishing points. There are infinity many general vanishing points.

58 Perspective Projection
The vanishing point for any set of lines that are parallel to one of the principal axes of an object is referred to as a principal vanishing point. We control the number of principal vanishing points (one, two, or three) with the orientation of the projection plane.

59 Perspective Projection
The number of principal vanishing points in a projection is determined by the number of principal axes intersecting the view plane.

60 Perspective Projection
One Point Perspective (z-axis vanishing point) z

61 Perspective Projection
Two Point Perspective (z, and x-axis vanishing points)

62 Perspective Projection
Two Point Perspective

63 Perspective Projection
Three Point Perspective (z, x, and y-axis vanishing points)

64 Perspective Projection

65 Perspective Projection Transformation

66 Perspective Projection Transformation
Convert the viewing coordinate description of the scene to coordinate positions on the perspective projection plane.

67 Perspective Projection Transformation
On the view plane:

68 Summary


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