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Viewing and Projections. Dr. Amy Zhang. Reading. Hill, Chapter 5 and 7 Red Book, Chapter 3, “Viewing”. 3D Graphics Pipeline. The big picture…. Outline. Camera Models Viewing Transformation Projection Matrix OpenGL Transformation Pipeline. Cameras. Cameras have an optical system:

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## Viewing and Projections

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**Viewing and Projections**Dr. Amy Zhang**Reading**• Hill, Chapter 5 and 7 • Red Book, Chapter 3, “Viewing”**3D Graphics Pipeline**• The big picture…**Outline**• Camera Models • Viewing Transformation • Projection Matrix • OpenGL Transformation Pipeline**Cameras**• Cameras have an optical system: • Filters • Lenses • Aperture • The projection surface may be flat or curved, oriented at various angles with respect to the incoming light. • Examples: A camera or the eye.**Camera Obscura**• The first cameras – a dark box with a small hole in it**The Pinhole Camera**• An abstract camera model • Models the geometry of perspective projection • Used in most of computer graphics**Perspective Derivation**• Consider the projection of a point onto the projection plane:**By similar triangles we can compute how much the x and**y-coordinates are scaled • Looking down y axis:**We get:**• This is clearly a non-linear transformation • BUT: We can split it into a linear part followed by a nonlinear part**Homogeneous Coordinates**• Remember homogeneous coordinates: • To get a homogeneous point we divide all the coordinates by w: • This is called the perspective divide**Perspective Projections**• We can now rewrite the perspective projection as a linear transformation: • After division by the 4th component we get:**The Lens Model**• Lens, aperture, and image plane**Focal length f: the distance from lens to image plane**• A point in focus: the image of a point is on the image plane**An out-of-focus point**• The circle of confusion r**The depth of focus dfocus and the depth of field (DOF)**dfield**Decreasing the aperture size reduces the size of the blur**for points not in the focused plane, so that the blurring is imperceptible, and all points are within the dfield.**Viewing and Projection**• In OpenGL we distinguish between: • Viewing: placing the camera • Projection: describing the viewing frustum of the camera (and thereby the projection transformation) • Perspective divide: computing homogeneous points**Outline**• Camera Models • Viewing Transformation • Projection Matrix • OpenGL Transformation Pipeline**OpenGL Transformations**• The viewing transformation V transforms a point from world space to eye space:**Placing the Camera**• It is most natural to position the camera in world space as if it were a real camera • Identify the eye point where the camera is located • Identify the look-at point that we wish to appear in the center of our view • Identify an up-vector vector that we wish to be oriented upwards in our final image**Look-At Positioning**• We specify the view frame using the look-at vector a and the camera up vector up • The vector a points in the negative viewing direction • In 3D, we need a third vector that is perpendicular to both up and a to specify the view frame**Where does it point to?**• The result of the cross product is a vector, not a scalar, as for the dot product • Depending on the basis vectors i, j, and k, the new vector follows the right or left handed rule • In OpenGL, the cross product a x b yields a right hand side (RHS) vector perpendicular to a and b**Computing Cross Products**• We can compute the cross product using yet another matrix-vector multiplication: • The matrix is sometimes called the skew-symmetric matrix of the vector (in this case a) • Cross products produce vectors for both vector and point inputs**Constructing a Frame**• The cross product between the up and the look-at vector will get a vector that points to the right. • Finally, using the vector a and the vector r we can synthesize a new vector u in the up direction:**World and Camera Frames**• The relation between the world and the camera is expressed as: • We move the eye (camera) by updating E**Rotation**• Rotation first:**Translation**• Translation to the eye point:**Composing the Result**• The final camera transformation is: • Why?**The Viewing Transformation**• Expressing P in eye coordinates:**The Viewing Transformation**• As a single 4x4 matrix: • Where these are normalized vectors:**gluLookAt()**• OpenGL provides a very helpful utility function that implements the look‐at viewing specification: • These parameters are expressed in world coordinates**Outline**• Camera Models • Viewing Transformation • Projection Matrix • OpenGL Transformation Pipeline**OpenGL Transformations**• The projection transformation P transforms a point from eye space to clip space:**Projection Transformations**• Projections fall into two categories: • Parallel projections: The camera is placed at an infinite distance from the viewplane; lines of projection are parallel to each other • Perspective projections: Lines of projection converge at a point**Parallel Projections**• The simplest form of parallel projection is simply along lines parallel to the z-axis onto the xy-plane • This form of projection is called orthographic • For other parallel projections see, e.g.: http://www.mtsu.edu/~csjudy/planeview3D/tutorialparallel.html**Orthographic Frustum**• The user specifies the orthographic viewing frustum by specifying minimum and maximum x/y coordinates • It is necessary to indicate a range of distances along the z-axis by specifying near and far planes**Orthographic Projections to NDC**• Normalized Device Coordinate (NDC) makes up a coordinate system that describes positions on a virtual plotting device • Here is the orthographic world-to-clip transformation: • Move center to origin T(-(left+right)/2, -(bottom+top)/2,(near+far)/2)) • Scale to have sides of length 2 S(2/(right-left),2/(top-bottom),2/(far-near)) P = ST =**Orthographic Projection in OpenGL**• This matrix is constructed with the following OpenGL call: • And the 2D version (another GL utility function): • Just a call to glOrtho() with near = -1 and far = +1**Properties of Parallel Projections**• Not realistic looking • Good for exact measurements • A kind of affine transformation • Parallel lines remain parallel • Ratios are preserved • Angles (in general) not preserved • Most often used in CAD, architectural drawings, etc., where taking exact measurement is important**Isometric Games**• A special kind of parallel projection called isometric projection is often used in games • It’s essentially a shear and an orthographic projection • Easier to compute than a full perspective transformation Diablo SimCity The Sims**Perspective Projections**• Artists (Donatello, Brunelleschi, and Da Vinci) during the renaissance discovered the importance of perspective for making images appear realistic • Parallel lines intersect at a point**Perspective Viewing Frustum**• Just as in the orthographic case, we specify a perspective viewing frustum • Values for left, right, top, and bottom are specified at the near depth.

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