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CAP4730: Computational Structures in Computer Graphics

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CAP4730: Computational Structures in Computer Graphics 3D Concepts Right Handed Coordinate System Viewing a 3D world Parallel Projection What are some new things to ... – PowerPoint PPT presentation

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Title: CAP4730: Computational Structures in Computer Graphics


1
CAP4730 Computational Structures in Computer
Graphics
3D Concepts
2
Outline
  • Basic Idea of 3D
  • Projections
  • What are some things we didnt have to worry
    about before?
  • What are some new things we can do?

3
Right Handed Coordinate System
Y
Y
Z
X
X
Z
4
Viewing a 3D world
Y
We have a model in this world and would like to
view it from a new position. Well call this
new position the camera or eyepoint. Our job is
to figure out what the model looks like on the
display plane.
X
Z
5
Parallel Projection
Y
Z
X
6
Perspective Projection
Y
Z
X
7
What are some new things to think about?
Hidden Surface Removal Visibility Depth Cueing
8
How to make a 2D image appear as 3D!
  • Output is typically 2D Images
  • Yet we want to show a 3D world!
  • How can we do this?
  • We can include cues in the image that give our
    brain 3D information about the scene
  • These cues are visual depth cues

9
Visual Depth Cues
  • Monoscopic Depth Cues (single 2D image)
  • Stereoscopic Depth Cues (two 2D images)
  • Motion Depth Cues (series of 2D images)
  • Physiological Depth Cues (body cues)

10
Monoscopic Depth Cues
  • Interposition
  • An object that occludes another is closer
  • Shading
  • Shape info. Shadows are included here
  • Size
  • Usually, the larger object is closer
  • Linear Perspective
  • parallel lines converge at a single point
  • Surface Texture Gradient
  • more detail for closer objects
  • Height in the visual field
  • Higher the object is (vertically), the further it
    is
  • Atmospheric effects
  • further away objects are blurrier
  • Brightness
  • further away objects are dimmer

11
Stereoscopic Display Issues
  • Stereopsis
  • Stereoscopic Display Technology
  • Computing Stereoscopic Images
  • Stereoscopic Display and HTDs.
  • Works for objects lt 5m. Why?

12
Stereopsis
The result of the two slightly different views of
the external world that our laterally-displaced
eyes receive.
13
Time-parallel stereoscopic images
  • Image quality may also be affected by
  • Right and left-eye images do not match in color,
    size, vertical alignment.
  • Distortion caused by the optical system
  • Resolution
  • HMDs interocular settings
  • Computational model does not match viewing
    geometry.

14
Disparity
  • If an object is closer than the fixation point,
    the retinal disparity will be a negative value.
    This is known as crossed disparity because the
    two eyes must cross to fixate the closer object.
  • If an object is farther than the fixation point,
    the retinal disparity will be a positive value.
    This is known as uncrossed disparity because the
    two eyes must uncross to fixate the farther
    object.
  • An object located at the fixation point or whose
    image falls on corresponding points in the two
    retinae has a zero disparity.

15
Convergence Angles
f1
  • ?acbd 180
  • ?cd 180
  • ?-? a(-b) ?1?2 Retinal Disparity

a
D1
f2
b
D2
a
b
c
d
?2
?1
i
16
Stereoscopic Display
  • Stereoscopic images are easy to do badly, hard to
    do well, and impossible to do correctly.

17
Stereoscopic Displays
  • Stereoscopic display systems create a
    three-dimensional image (versus a perspective
    image) by presenting each eye with a slightly
    different view of a scene.
  • Time-parallel
  • Time-multiplexed

18
Time Parallel Stereoscopic Display
  • Single Screen
  • Two different images projected on the same screen
  • Images are polarized at right angles to each
    other.
  • User wears polarized glasses (passive glasses).
  • Two Screens
  • Each eye sees a different screen
  • Optical system directs each eye to the correct
    view.
  • HMD stereo is done this way.

19
Passive Polarized Projection Issues
  • Linear Polarization
  • Ghosting increases when you tilt head
  • Reduces brightness of image by about ½
  • Potential Problems with Multiple Screens (next
    slide)
  • Circular Polarization
  • Reduces ghosting but also reduces brightness and
    crispness of image even more

20
Problem with Linear Polarization
  • With linear polarization, the separation of the
    left and right eye images is dependent on the
    orientation of the glasses with respect to the
    projected image.
  • The floor image cannot be aligned with both the
    side screens and the front screens at the same
    time.

21
Time Multiplexed Display
  • Left and right-eye views of an image are computed
    and alternately displayed on the screen.
  • A shuttering system occludes the right eye when
    the left-eye image is being displayed and
    occludes the left-eye when the right-eye image is
    being displayed.

22
Stereographics Shutter Glasses
23
Motion Depth Cues
  • Parallax created by relative head position and
    object being viewed.
  • Objects nearer to the eye move a greater distance

24
Pulfrich Effect
  • Neat trick
  • Different levels of illumination require
    additional time (your frame rates differ base of
    amount of light)
  • What if we darken one image, and brighten
    another?
  • http//dogfeathers.com/java/pulfrich.html
  • www.cise.ufl.edu/lok/videos/pulfrich.avi

25
Physiological Depth Cues
  • Accommodation focusing adjustment made by the
    eye to change the shape of the lens. (up to 3 m)
  • Convergence movement of the eyes to bring in
    the an object into the same location on the
    retina of each eye.

26
Summary
  • Monoscopic Interposition is strongest.
  • Stereopsis is very strong.
  • Relative Motion is also very strong (or
    stronger).
  • Physiological is weakest (we dont even use them
    in VR!)
  • Add as needed
  • ex. shadows and cartoons

27
What are some new things we can do?
  • Lighting and Shading!
  • Texturing!
  • Stereo
  • Surfaces
  • Normals
  • Materials

28
(No Transcript)
29
(No Transcript)
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