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3D Graphics

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24 diapositives · 338 Views · Jan 02, 2020

3D Graphics. Translation. Translation. Rotation. Rotation. Rotation. Scaling. The matrix expression for the scaling transformation of a position P = ( x i , y i , z i ) relative to coordinate origin can be written as:. 3D Viewing. Viewing in 3D involves the following considerations: -

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3D Graphics
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  1. 3D Graphics

  2. Translation

  3. Translation

  4. Rotation

  5. Rotation

  6. Rotation

  7. Scaling • The matrix expression for the scaling transformation of a position P = (xi, yi, zi) relative to coordinate origin can be written as:

  8. 3D Viewing • Viewing in 3D involves the following considerations: - • We can view an object from any spatial position, eg. In front of an object, Behind the object, In the middle of a group of objects, Inside an object, etc. • 3D descriptions of objects must be projected onto the flat viewing surface of the output device.

  9. Viewing Coordinates • Generating a view of an object in 3D is similar to photographing the object. • Whatever appears in the viewfinder is projected onto the flat film surface. • Depending on the position, orientation and aperture size of the camera corresponding views of the scene is obtained.

  10. xv yv yw zv P0=(x0 , y0 , z0) xw zw Specifying The View Coordinates • For a particular view of a scene first we establish viewing-coordinate system. • A view-plane (or projection plane) is set up perpendicular to the viewing z-axis. • World coordinates are transformed to viewing coordinates, then viewing coordinates are projected onto the view plane.

  11. Specifying The View Coordinates • To establish the viewing reference frame, we first pick a world coordinate position called the view reference point. • This point is the origin of our viewing coordinate system. If we choose a point on an object we can think of this point as the position where we aim a camera to take a picture of the object.

  12. Projection • General definition • Transform points in n-space to m-space(m<n) • In computer graphics • Map viewing coordinates to 2D screen coordinates

  13. Planar geometric projection Parallel Perspective Orthographic Oblique One-point Three-point Two-point Top Axonometric Cabinet Other Front Cavalier Side Taxonomy of Projections

  14. Parallel & Perspective • Parallel Projection • Perspective Projection

  15. Parallel Projection • Center of projection is at infinity • Direction of projection (DOP) same for all points DOP View Plane

  16. Orthographic & Oblique • Orthographic parallel projection • the projection is perpendicular to the view plane • Oblique parallel projection • The projectors are inclined with respect to the view plane

  17. Orthographic Projections • DOP perpendicular to view plane Front Side Top

  18. Oblique Projections • DOP not perpendicular to view plane Cavalier (DOP at 45 ) Cabinet (DOP at 63.4 )

  19. Oblique Projections • DOP not perpendicular to view plane • Cavalier projection • Cabinet projection

  20. Perspective Projection • Map points onto “view plane” along “projectors” emanating from “center of projection”(cop) Projectors Center of Projection View Plane

  21. Perspective Projection • How many vanishing point?

  22. Perspective Projection • How many vanishing point? Three-point perspective

  23. Perspective Projection • How many vanishing point? Three-point perspective Two-point perspective

  24. Perspective Projection • How many vanishing point? Three-point perspective Two-point perspective One-point perspective