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Computer Graphics

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Isometric. Oblique. Cabinet. Two-point. Perspective. One-point. Two-point ... Isometric. Projection-plane normal makes equal angles with each principal axis ... – PowerPoint PPT presentation

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Title: Computer Graphics


1
Computer Graphics
  • 3D Graphics

2
3-D coordinates
  • Normal
  • (x,y,z)
  • Homogeneous
  • (x,y,z,h)

3
3-D World Coordinate Systems
  • Same as for 2-D, with the addition of a z-axis
  • Two orientations are generally used
  • Right-handed
  • Left-handed
  • For each, the thumb points in the x direction,
    the pointer finger is y, and the middle finger
    is z

4
3-D World Coordinate Systems
Right-handed
Left-handed
5
Projections
  • Perspective
  • One-point
  • Two-point
  • Three-point
  • Parallel
  • Orthographic
  • Top (plan)
  • Front elevation
  • Side elevation
  • Axonometric
  • Isometric
  • Oblique
  • Cabinet
  • Two-point

6
Parallel projection
  • Orthographic
  • Normals and projections in same direction
  • Side, front and top views
  • Oblique
  • Not necessarily the same direction
  • Side
  • Front
  • Top

7
Orthographic Parallel projection
  • Axonometric
  • Projection planes are not normal to principal
    axis
  • Show several faces at once
  • Isometric
  • Projection-plane normal makes equal angles with
    each principal axis

8
Perspective projection
y
z-axis vanishing point
x
z
9
Viewing Volume
view reference point
  • Starting with a projection reference point (PRP)
    we trace four lines, one through each corner of
    the window
  • The window in located on the view plane
  • The resulting pyramid is called a view volume

projection reference point
10
Projecting an image
  • The first step in rendering 3-D images, is to
    project the object onto the 2-D view plane

11
Projecting an image
  • The distance from the PRP to the view plane is
    called the viewing distance

z
yp
y
viewingdistance (d)
12
Projecting an image
  • The position of a point, as projected on the view
    plane, is computed by ...

13
Projecting an image
  • Using matrices
  • We create an intermediate vector
  • Dividing this vector by z /d yields our projected
    point

14
Frustum View Volume
  • The viewing volume is turned into a frustum by
    adding front and back planes
  • Only objects within the frustum are visible

back
view plane
front
prp
15
Parallelpiped View Volume
  • Adjacent sides are at right angles to each other
  • A frustum to parallelpiped transformation is
    accomplished via scaling or shearing and scaling

prp
front
vp
back
16
Parallelpiped View Volume
  • Simple case only scaling
  • Caution!Division by zero up ahead!
  • Go review earlier discussion

yp
y
z
d
17
Generalized Transformation
  • Q What happens when the viewing vector is not
    perpendicular to the viewplane?
  • A First Shear and then Scale!

18
First, Shear
vp
19
First, Shear
vp
20
Mshear
21
Then, Scale
vp
22
Then, Scale
vp
23
Mscale
24
Normalized View Volume
25
World to Eye
  • We have so far assumed that the world and eye
    coordinate systems are the same
  • If not, we need to add one last transformation as
    a pre-processing step to what we have done so far

26
Viewing Transformation Pipeline
Question?What operations move us from one system
to the next?
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