1 / 138

Viewing

http:// www.ugrad.cs.ubc.ca /~cs314/Vjan2013. Viewing. Reading for This Module. FCG Chapter 7 Viewing FCG Section 6.3.1 Windowing Transforms RB rest of Chap Viewing RB rest of App Homogeneous Coords RB Chap Selection and Feedback RB Sec Object Selection Using the Back Buffer

Download Presentation

Viewing

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. http://www.ugrad.cs.ubc.ca/~cs314/Vjan2013 Viewing

  2. Reading for This Module • FCG Chapter 7 Viewing • FCG Section 6.3.1 Windowing Transforms • RB rest of Chap Viewing • RB rest of App Homogeneous Coords • RB Chap Selection and Feedback • RB Sec Object Selection Using the Back Buffer • (in Chap Now That You Now )

  3. Viewing

  4. Using Transformations • three ways • modelling transforms • place objects within scene (shared world) • affine transformations • viewing transforms • place camera • rigid body transformations: rotate, translate • projection transforms • change type of camera • projective transformation

  5. Rendering Pipeline Scene graphObject geometry ModellingTransforms ViewingTransform ProjectionTransform

  6. Rendering Pipeline • result • all vertices of scene in shared 3D world coordinate system Scene graphObject geometry ModellingTransforms ViewingTransform ProjectionTransform

  7. Rendering Pipeline • result • scene vertices in 3D view (camera) coordinate system Scene graphObject geometry ModellingTransforms ViewingTransform ProjectionTransform

  8. Rendering Pipeline • result • 2D screen coordinates of clipped vertices Scene graphObject geometry ModellingTransforms ViewingTransform ProjectionTransform

  9. Viewing and Projection • need to get from 3D world to 2D image • projection: geometric abstraction • what eyes or cameras do • two pieces • viewing transform: • where is the camera, what is it pointing at? • perspective transform: 3D to 2D • flatten to image

  10. Geometry Database Model/View Transform. Perspective Transform. Lighting Clipping Frame- buffer Texturing Scan Conversion Depth Test Blending Rendering Pipeline

  11. Geometry Database Model/View Transform. Perspective Transform. Lighting Clipping Frame- buffer Texturing Scan Conversion Depth Test Blending Rendering Pipeline

  12. OpenGL Transformation Storage • modeling and viewing stored together • possible because no intervening operations • perspective stored in separate matrix • specify which matrix is target of operations • common practice: return to default modelview mode after doing projection operations glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_PROJECTION);

  13. Coordinate Systems • result of a transformation • names • convenience • animal: leg, head, tail • standard conventions in graphics pipeline • object/modelling • world • camera/viewing/eye • screen/window • raster/device

  14. viewing transformation projection transformation modeling transformation viewport transformation Projective Rendering Pipeline OCS - object/model coordinate system WCS - world coordinate system VCS - viewing/camera/eye coordinate system CCS - clipping coordinate system NDCS - normalized device coordinate system DCS - device/display/screen coordinate system object world viewing O2W W2V V2C VCS WCS OCS clipping C2N CCS perspectivedivide normalized device N2D NDCS device DCS

  15. viewing transformation modeling transformation Viewing Transformation y image plane VCS z OCS z y Peye y x x WCS object world viewing VCS OCS WCS Mmod Mcam OpenGL ModelView matrix

  16. Basic Viewing • starting spot - OpenGL • camera at world origin • probably inside an object • y axis is up • looking down negative z axis • why? RHS with x horizontal, y vertical, z out of screen • translate backward so scene is visible • move distance d = focal length • where is camera in P1 template code? • 5 units back, looking down -z axis

  17. Convenient Camera Motion • rotate/translate/scale versus • eye point, gaze/lookat direction, up vector • demo: Robins transformation, projection

  18. OpenGL Viewing Transformation gluLookAt(ex,ey,ez,lx,ly,lz,ux,uy,uz) • postmultiplies current matrix, so to be safe:glMatrixMode(GL_MODELVIEW);glLoadIdentity();gluLookAt(ex,ey,ez,lx,ly,lz,ux,uy,uz)// now ok to do model transformations • demo: Nate Robins tutorialprojection

  19. Convenient Camera Motion • rotate/translate/scale versus • eye point, gaze/lookat direction, up vector y lookat x Pref WCS view up z eye Peye

  20. y lookat x Pref WCS view v VCS up z eye Peye u w Placing Camera in World Coords: V2W • treat camera as if it’s just an object • translate from origin to eye • rotate view vector (lookat – eye) to w axis • rotate around w to bring up into vw-plane

  21. y lookat x Pref WCS view v VCS up z eye Peye u w Deriving V2W Transformation • translate origin to eye

  22. y lookat x Pref WCS view v VCS up z eye Peye u w Deriving V2W Transformation • rotate view vector (lookat – eye) to w axis • w: normalized opposite of view/gaze vector g

  23. y lookat x Pref WCS view v VCS up z eye Peye u w Deriving V2W Transformation • rotate around w to bring up into vw-plane • u should be perpendicular to vw-plane, thus perpendicular to w and up vector t • v should be perpendicular to u and w

  24. Deriving V2W Transformation • rotate from WCS xyz into uvw coordinate system with matrix that has columns u, v, w • reminder: rotate fromuvwto xyz coord sys with matrix M that has columnsu,v,w MV2W=TR

  25. V2W vs. W2V • MV2W=TR • we derived position of camera as object in world • invert for gluLookAt:go from world to camera! • MW2V=(MV2W)-1=R-1T-1 • inverse is transpose for orthonormal matrices • inverse is negative for translations

  26. V2W vs. W2V • MW2V=(MV2W)-1=R-1T-1

  27. Moving the Camera or the World? • two equivalent operations • move camera one way vs. move world other way • example • initial OpenGL camera: at origin, looking along -zaxis • create a unit square parallel to camera at z = -10 • translate in z by 3 possible in two ways • camera moves to z = -3 • Note OpenGL models viewing in left-hand coordinates • camera stays put, but world moves to -7 • resulting image same either way • possible difference: are lights specified in world or view coordinates?

  28. World vs. Camera Coordinates Example a = (1,1)W C2 b = (1,1)C1 = (5,3)W c c = (1,1)C2= (1,3)C1= (5,5)W b a C1 W

  29. Projections I

  30. Pinhole Camera • ingredients • box, film, hole punch • result • picture www.kodak.com www.pinhole.org www.debevec.org/Pinhole

  31. Pinhole Camera • theoretical perfect pinhole • light shining through tiny hole into dark space yields upside-down picture one ray of projection perfect pinhole film plane

  32. Pinhole Camera • non-zero sized hole • blur: rays hit multiple points on film plane multiple rays of projection actual pinhole film plane

  33. Real Cameras • pinhole camera has small aperture (lens opening) • minimize blur • problem: hard to get enough light to expose the film • solution: lens • permits larger apertures • permits changing distance to film plane without actually moving it • cost: limited depth of field where image is in focus aperture lens depth of field http://en.wikipedia.org/wiki/Image:DOF-ShallowDepthofField.jpg

  34. Graphics Cameras • real pinhole camera: image inverted eye point image plane • computer graphics camera: convenient equivalent eye point center of projection image plane

  35. General Projection • image plane need not be perpendicular to view plane eye point image plane eye point image plane

  36. Perspective Projection • our camera must model perspective

  37. Perspective Projection • our camera must model perspective

  38. Projective Transformations • planar geometric projections • planar: onto a plane • geometric: using straight lines • projections: 3D -> 2D • aka projective mappings • counterexamples?

  39. Projective Transformations • properties • lines mapped to lines and triangles to triangles • parallel lines do NOT remain parallel • e.g. rails vanishing at infinity • affine combinations are NOT preserved • e.g. center of a line does not map to center of projected line (perspective foreshortening)

  40. -z Perspective Projection • project all geometry • through common center of projection (eye point) • onto an image plane x y z z x x

  41. Perspective Projection projectionplane center of projection (eye point) how tall shouldthis bunny be?

  42. Basic Perspective Projection • nonuniform foreshortening • not affine similar triangles P(x,y,z) y P(x’,y’,z’) z z’=d but

  43. Perspective Projection • desired result for a point [x, y, z, 1]T projected onto the view plane: • what could a matrix look like to do this?

  44. Simple Perspective Projection Matrix

  45. Simple Perspective Projection Matrix is homogenized version of where w = z/d

  46. Simple Perspective Projection Matrix is homogenized version of where w = z/d

  47. Perspective Projection • expressible with 4x4 homogeneous matrix • use previously untouched bottom row • perspective projection is irreversible • many 3D points can be mapped to same (x, y, d) on the projection plane • no way to retrieve the unique z values

  48. Moving COP to Infinity • as COP moves away, lines approach parallel • when COP at infinity, orthographic view

  49. Orthographic Camera Projection • camera’s back plane parallel to lens • infinite focal length • no perspective convergence • just throw away z values

  50. Perspective to Orthographic • transformation of space • center of projection moves to infinity • view volume transformed • from frustum (truncated pyramid) to parallelepiped (box) x x Frustum Parallelepiped -z -z

More Related