1 / 64

View Transformation

lawrence
Download Presentation

View Transformation

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. View Transformation CSC 830 Note 3

    3. Positioning Synthetic Camera

    4. Eye Coordinates

    5. Transformation to Eye Coordinates

    6. Machinery: Changing Orthobases

    7. Applying M to u, v, n

    8. Positioning Synthetic Camera

    9. Positioning Synthetic Camera

    10. Positioning Synthetic Camera

    11. Positioning Synthetic Camera

    13. Where are we?

    14. What is Projection?

    20. Perspective Projection

    21. Perspective Projection

    22. Perspective Projection

    23. Are we ready to rasterize? Not yet. It is difficult to do clipping directly in the viewing frustum

    24. The View Frustum

    25. Canonical View Volume

    26. Matrix Formulation

    27. Perspective Projection

    28. Qualitative Features of Perspective Projection

    30. Continue with OpenGL

    31. OpenGL OpenGL is a low-level graphics API Window system independent No facility for window events/user input Can use additionally libraries (eg. GLUT) Vertex driven Primitives assembled from vertices ***OpenGL is a state machine***

    32. OpenGL

    33. Clearing the Buffers

    34. Drawing Primitives

    35. Drawing Primitives

    36. Elements of Current State

    37. Drawing Example

    38. Changing the Current Color

    39. Drawing Example

    40. Changing the Current Normal

    41. Drawing Example

    42. Transformation Pipeline

    43. Transformation Pipeline

    44. Transformation Pipeline

    45. Transformation Pipeline

    46. Transformation Pipeline

    47. Transformation Pipeline

    48. Drawing Example

    49. Cameras

    50. Shading

    51. Lights

    52. Lights

    53. Materials

    54. Drawing Example

    55. Event Driven Programming Program responds to events Events are handled by user defined callback functions Callbacks must know context and event type (passed through variables)

    56. Event Driven Programming

    57. Simple GLUT Example

    58. Display Callback

    59. More GLUT

    60. Reshape Callback

    61. Mouse Callbacks

    62. Keyboard Callbacks

    63. Animation Callbacks

    64. Menu Callbacks

More Related