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The Camera

The Camera. Navigating and viewing the virtual world. Road Map. Camera properties and definition Perspective transformation Quaternion transforms for changing camera. The Camera. pinhole camera model tiny aperture finite size screen. Light strikes screen. Light from world. aperture.

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The Camera

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  1. The Camera Navigating and viewing the virtual world

  2. Road Map • Camera properties and definition • Perspective transformation • Quaternion transforms for changing camera

  3. The Camera • pinhole camera model • tiny aperture • finite size screen Light strikes screen Light from world aperture

  4. Viewing and Projection • Recall that we used 3 matrices for transformation in the BasicEffect: • world (for where the object is in the virtual world) • viewing (describes transformation of world to canonical space in front of camera) • projection (transform from 3D world to 2D screen) • Separation allows us to deal with each independently

  5. Projections • operation to transform 3D world coordinates to 2D screen coordinates • orthogonal projection: parallel rays • perspective projection: rays pass through aperture (pinhole, human eye)

  6. Orthogonal Projection • Simple projection: • (x,y,z,1)  (x,y) • z value used in depth buffer

  7. Canonical View Volume • only map objects within "canonical" viewing volume • If the world is bigger (and not properly oriented) need coordinate transform to map into canonical volume

  8. Arbitrary view direction • Previously, assumed the camera was axis-aligned • Not typically the case! • Specify camera position, orientation • Common mechanism: • camera position • viewing direction • up direction

  9. Arbitrary view direction • Given gaze direction g, up direction h • "Camera axes": say u, v, w • w = -g/|g| (gaze direction is –z) • u = h x w / | h x w | • v = w x u

  10. Projections Perspective Orthographic

  11. Perspective In classical perspective, have vanishing points Parallel lines appear to converge

  12. Perspective • Orthographic projection works when we have a large aperture • Our experience of the world is in perspective: distant objects look smaller aperture large object small object Objects have same apparent size

  13. Viewing Frustum "frustum": a truncated cone or pyramid near plane z = n far plane z = f

  14. Perspective ys = yg (n/zg) ys = yr (n/zr) yr ys yg aperture zg zr n

  15. The perspective divide • Need to divide by z • No division with matrices • Again use homogeneous coordinates: "homogenize" operation ys = yr (n/zr)

  16. Homogenizing equiv for any nonzero h

  17. Perspective Matrix

  18. Perspective Matrix

  19. Perspective Matrix =

  20. Perspective Matrix homogenize =

  21. Perspective Matrix homogenize = ys = yg (n/zg) compare:

  22. What happens to Z • We need to preserve Z ordering so that depth tests still work • The perspective matrix preserves Z • At z=f, preserves z=f • At z=n, preserves z=n • At intermediate values, preserves order

  23. Perils of Perspective • Wide-angle perspective looks weird • Human focal region has small solid angle – we do not experience severe perspective distortion • Technically correct results may not be perceptually correct

  24. Camera Orientation • Recall that to specify camera position and orientation, need 6 quantities: • 3 for 3D position • “ forward direction” (unit axis, 2 scalars to specify) • “up direction” (orthogonal to forward, can be specified just with an angle, one scalar) • This info goes into the viewing transform

  25. XNA Viewing • Matrix.CreateLookAt( cameraPosition, // where the camera is targetPosition, // where camera looks at upVector // “up” direction (towards top) );

  26. Changing Camera • Can apply transformations to viewing matrix • translations, rotations… • Can also recreate matrix at each frame • inexpensive compared to everything else! • Need to track camera orientation and position • vector for position • quaternion for orientation

  27. Example Camera • contains: • position (vector) • forward direction (vector) • up direction (vector) • Want to be able to swing the camera sideways, up and down, spin (roll), plus move

  28. Moving the camera • Change position according to current velocity • x(t+dt) = x(t) + v(t)dt • Might have v(t) from player control, or velocity of body being followed • Might have specific camera dynamics

  29. Player control • Often interpret player controls in terms of current heading • move forward • move backward • strafe right, left • change orientation (right, left, up, down, roll, all in current frame of reference)

  30. Player control • With forward and up known as part of camera, can change position easily • move forward: x(t+dt) = x(t) + f(t)*s*dt • s = speed, f(t) = forward direction at time t • can get sideways vector as u x f (cross product) • moving sideways uses same principle as moving forward, just direction differs

  31. Describing orientation • Store orientation as quaternion q • Update forward, up directions using current q • rotation of initial forward f0, initial up u0 • say p = (0,f0), q’ = conjugate of q • for q = (s,v), q' = (s,-v) • f = vector(qpq’) • In XNA, f = Vector.Transform(f0, q)

  32. Changing orientation • Now, changing camera orientation is easy: • Rotations about current forward, up, side axes • available, or obtained from cross product • Quaternion.CreateFromAxisAngle(axis, angle); • describes rotation • Compose with current quaternion: • q = Quaternion.Multiply(q,qrot); • Normalize q, and voila!

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