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Understanding Camera Models and 3D Projections in Computer Graphics for CSC418

This resource provides comprehensive lecture notes on cameras and projections in 3D computer graphics. It covers key topics such as the camera model, viewing transformations, and the differences between perspective and orthographic projections. Learn how to implement the viewing transform with the view vector and discuss canonical space, viewing volumes, and visibility culling. Perfect for students in CSC418, these notes will help solidify your understanding of essential concepts and techniques used in computer graphics.

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Understanding Camera Models and 3D Projections in Computer Graphics for CSC418

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  1. CSC418 Computer Graphics • Cameras and Projections Follow lecture notes on 3D Projection and Clipping : www.dgp.toronto.edu/~karan/courses/csc418/fall_2002/notes/lectures.html

  2. Camera model

  3. Viewing Transform Vup Peye Pref

  4. Viewing Transform Vup w=(Peye-Pref)/||Peye-Pref|| Peye Pref

  5. Viewing Transform Vup w Peye u=(Vupxw)/|| Vupxw|| Pref

  6. Viewing Transform Vup w v=wxu Peye u Pref

  7. Vup w v=wxu Peye u Pref Change-of-basis Matrix ux vx wx Peyex uy vy wy Peyey uz vz wz Peyez 000 1

  8. Camera model

  9. Camera model What is the difference between these images? Perspective Orthographic

  10. Perspective projection w v u

  11. Perspective projection w v P’ P d u

  12. Simple Perspective w v P’ P d u

  13. Simple Perspective • y’= yd/z • x’= xd/z • z’=d

  14. Simple Perspective x’ 1 0 0 0 x y’ = 0 1 0 0 y z’ 0 0 1 0 z w’ 0 0 1/d 0 1 w’= z/d

  15. Viewing volumes Projected image

  16. Viewing volumes Projected image

  17. Viewing Pipeline

  18. CSC418 Computer Graphics Next Lecture • Cannonical space • 3D Clipping • Visibility culling

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