SLIDE 13 13
Page 13
- Reading from Shirley: Foundations of CG
2: Misc Math 3: Raster Algs except for 3.8 4: Linear Algebra
5: Transforms except 5.1.6 6: Viewing 7: Hidden Surfaces 8: Surface Shading 9: Ray Tracing
10: Texture Mapping 11: Graphics Pipeline
12: Data Structures
13: Curves and Surfaces 17: Human Vision 18: Color
22: Image-Based Rendering 23: Visualization
do problems! work through old homeworks, exams
rendering pipeline projective rendering pipeline
coordinate systems
transformations viewing projections
- Review: Rendering Pipeline
pros and cons of pipeline approach Geometry Database Geometry Geometry Database Database Model/View Transform. Model/View Model/View Transform. Transform. Lighting Lighting Lighting Perspective Transform. Perspective Perspective Transform. Transform. Clipping Clipping Clipping Scan Conversion Scan Scan Conversion Conversion Depth Test Depth Depth Test Test Texturing Texturing Texturing Blending Blending Blending Frame- buffer Frame Frame- buffer buffer
- Review: Projective Rendering Pipeline
OCS - object coordinate system WCS - world coordinate system VCS - viewing coordinate system CCS - clipping coordinate system NDCS - normalized device coordinate system DCS - device coordinate system
OCS OCS WCS WCS VCS VCS CCS CCS NDCS NDCS DCS DCS
modeling modeling transformation transformation viewing viewing transformation transformation projection projection transformation transformation viewport viewport transformation transformation alter w alter w / w / w
world viewing/ camera device normalized device clipping
perspective perspective division division glVertex3f(x,y,z) glVertex3f(x,y,z) glTranslatef(x,y,z glTranslatef(x,y,z) ) glRotatef(th,x,y,z glRotatef(th,x,y,z) ) .... .... gluLookAt gluLookAt(...) (...) glFrustum glFrustum(...) (...) glutInitWindowSize(w,h glutInitWindowSize(w,h) ) glViewport(x,y,a,b glViewport(x,y,a,b) )
- Review: Transformations, Homog. Coords
- =
- 1
1 1 1 1 1 ' ' ' z y x c b a z y x translate(a,b,c) translate(a,b,c)
=
1 cos sin sin cos 1 1 ' ' ' z y x z y x θ θ θ θ
) , ( Rotate θ x
1 1 ' ' ' z y x c b a z y x scale(a,b,c) scale(a,b,c)
1 cos sin 1 sin cos θ θ θ θ
) , ( Rotate θ y
1 1 cos sin sin cos θ θ θ θ
) , ( Rotate θ z y y w w w= w=1 1
⋅ w w y w x
⋅ w w y w x
y x
y x