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Navigating in Three Dimensional Environments

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Navigating in Three Dimensional Environments. GROUP 5. Eric Sedor. Mitra Totten. Austin Lee ... VPN: This is the view plane normal, it defines the normal to the ... – PowerPoint PPT presentation

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Title: Navigating in Three Dimensional Environments


1
Navigating in Three Dimensional Environments
  • GROUP 5
  • Eric Sedor
  • Mitra Totten
  • Austin Lee
  • Matthew Keelan

2
Overview
  • The 3D to 2D transformation
  • Why is navigation useful?
  • Navigation within 3 Dimensions
  • The VRC as a mobile unit
  • Translation of the VRC (Walking)
  • Rotation of the VRC (Turning)
  • Our experimentation

3
The 3D to 2D Transformation
  • 3D world-coordinate
  • output primitives

2D device coordinates
Transform into viewport in 2D device coordinates
for display
Clip against view volume
Project onto projection plane
Clipped world coordinates
4
Perspective Projections
  • VPN This is the view plane normal, it defines
    the normal to the viewing plane in world
    coordinates.
  • VUP "View Up Vector". This defines the y axis of
    the view plane in world coordinates.
  • VRP "View Reference Point". This defines the
    origin of the view plane coordinate system in
    world coordinates.
  • PRP "Projection Reference Point". This defines
    the place to "look from". The PRP is given in
    coordinates relative to the view coordinate
    system.
  • xmin, xmax, ymin, ymax This defines the viewport
    on the VPS (View Plane coordinate system). These
    coordinates are good to use if the view is too
    small.

5
Perspective Projections (2)
  • The Viewspace

6
Normalizing transformation (Nper)
  • 1) Translate VRP to the origin T(-VRP)
  • 2) Align VRC with World Coordinates
  • Rotate VRC such that VPN becomes the Z axis, the
    u axis -gtx axis, v axis -gty axis R
  • 3) Translate so that COP (PRP)  is at the origin
    T(-PRP)
  • 4) Shear so that the center line of the view
    volume becomes the Z axis SHpar
  • 5) Scale such that the view volume becomes
    perspective canonical view volume Sper
  • NperSperSHparT(-PRP)RT(-VRP)

7
Why navigate?
  • Simple projection is static and of limited use in
  • Simulation
  • Entertainment
  • Application
  • A navigable environment is the answer

8
How do you navigate in 3D?
  • The VRC must be thought of as mobile, rather than
    static
  • As such, a velocity must be attributed to the
    VRP. Recall that Velocity is a vector V (where
    Vspeed)
  • Rotation occurs around the observer, at the PRP.

9
Walking
  • Movement of a person can
  • be accomplished through
  • translation of the VRC
  • Through the WRC.
  • Walking forward requires
  • calculation of a new VRP
  • location inside of the WRC
  • based on the desired
  • direction of travel.

10
Turning
  • Turning is accomplished by
  • rotating the VRC inside of the
  • WRC.
  • Translate the VRP such that the PRP lies on the
    origins of the WRC.
  • Rotate the VRP around the origin
  • Rotate the VUP and the VPN by the same rotation
    matrix used on the VRP.
  • Translate the VRP back such that the PRP lies
    where it began.

11
Equations
  • WALKING
  • VRPnew VRPold V
  • TURNING
  • VRPnew (-T-PRP) Rturn T-PRP VRPold
  • VPNnew Rturn VPNold
  • VUPnew Rturn VUPold

12
Our Program
13
References
  • http//home10.inet.tele.dk/moelhave/tutors/misc/us
    rguide/usrguide.html
  • http//www.cs.wisc.edu/schenney/courses/cs559-s20
    01/lectures/lecture-10-online.ppt
  • http//www.ece.purdue.edu/ebertd/435/notes/435_ch
    7_part2.html
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