Transformations, Projections (02) RNDr. Martin Madaras, PhD. - - PowerPoint PPT Presentation

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Transformations, Projections (02) RNDr. Martin Madaras, PhD. - - PowerPoint PPT Presentation

Fundamentals of Computer Graphics and Image Processing Transformations, Projections (02) RNDr. Martin Madaras, PhD. madaras@skeletex.xyz Overview 2D Transformations Basic 2D transformations Matrix representation Matrix


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SLIDE 1

Fundamentals of Computer Graphics and Image Processing

Transformations, Projections (02)

  • RNDr. Martin Madaras, PhD.

madaras@skeletex.xyz

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SLIDE 2

Overview

2

 2D Transformations

 Basic 2D transformations  Matrix representation  Matrix composition

 3D Transformations

 Basic 3D transformations  Same as 2D

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SLIDE 3

3

  • Ask questions, please!!!
  • Be communicative
  • www.slido.com #ZPGSO02
  • More active you are, the better for you!
  • We will go into depth as far, as there are no questions

How the lectures should look like #1

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SLIDE 4

Geometry space

4

 Scene

 Virtual representation of world

 Objects

 Visible objects

(“real world”)

 Invisible objects

(e.g. lights, cameras, etc.)

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SLIDE 5

Full scene definition

5

 Objects

 What objects, where, how transformed

 To be discussed early during course

 How they look – color, material, texture...

 To be discussed later during course

 Camera

 Position, target, camera parameters

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SLIDE 6

Coordinate system

6

 Cartesian coordinates in 2D

 Origin  x axis  y axis (5,3)

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SLIDE 7

Coordinate systems

7

 Global

 One for whole scene

 Local

 Individual for every model  Pivot point

 Camera coordinates  Window coordinates  Units may differ  Conversion between coordinate spaces

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SLIDE 8

Global/local/camera coords.

8

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SLIDE 9

9

Essential basic algebra

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SLIDE 10

Point

10

 Position in space  Cartesian coordinates  Homogeneous coordinates

 Subtraction of points  Translation

 Notation: P, A, …

) , ( y x ) , , ( z y x ) 1 , , , ( z y x ) 1 , , ( y x

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SLIDE 11

Vector

11

 Direction in space  Has no position  Subtraction of 2 points  Cartesian coordinates  Homogeneous coordinates  Notation:

) , ( y x ) , , ( z y x ) , , , ( z y x

) , , ( y x

n v u    , ,

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SLIDE 12

Vector

12

 Addition

Point + vector = point Vector + vector = vector

 Subtraction

Point – point = vector Point – vector = point + (-vector) = point Vector – vector = vector + (-vector) = vector

 Multiplication

Multiplier * vector = vector

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SLIDE 13

13

  • Ask questions, please!!!
  • Be communicative
  • www.slido.com #PPGSO02
  • More active you are, the better for you!

Ask questions

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SLIDE 14

14

Transformations

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SLIDE 15

2D Modeling Transformations

15

 Modeling space and World space

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SLIDE 16

2D Modeling Transformations

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 Transformed instances

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SLIDE 17

2D Modeling Transformations

17

 Transformation identity

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SLIDE 18

2D Modeling Transformations

18

 Scaling applied…

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SLIDE 19

2D Modeling Transformations

19

 Scaling and rotation applied…

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SLIDE 20

2D Modeling Transformations

20

 Scaling, rotation and translation applied…

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SLIDE 21

2D Modeling Transformations

21

 Translation:

 x’ = x + 𝑢𝑦  y’ = y + 𝑢𝑧

 Scale:

 x’ = x * 𝑡𝑦  y’ = y * 𝑡𝑧

 Rotation:

 x’ = x*cosΘ - y*sinΘ  y’ = x*sinΘ + y*cosΘ

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SLIDE 22

2D Modeling Transformations

22

 Translation:

 x’ = x + 𝑢𝑦  y’ = y + 𝑢𝑧

 Scale:

 x’ = x * 𝑡𝑦  y’ = y * 𝑡𝑧

 Rotation:

 x’ = x*cosΘ - y*sinΘ  y’ = x*sinΘ + y*cosΘ

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SLIDE 23

2D Modeling Transformations

23

 Translation:

 x’ = x + 𝑢𝑦  y’ = y + 𝑢𝑧

 Scale:

 x’ = x * 𝑡𝑦  y’ = y * 𝑡𝑧

 Rotation:

 x’ = x*cosΘ - y*sinΘ  y’ = x*sinΘ + y*cosΘ

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SLIDE 24

2D Modeling Transformations

24

 Translation:

 x’ = x + 𝑢𝑦  y’ = y + 𝑢𝑧

 Scale:

 x’ = x * 𝑡𝑦  y’ = y * 𝑡𝑧

 Rotation:

 x’ = x*cosΘ - y*sinΘ  y’ = x*sinΘ + y*cosΘ

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SLIDE 25

2D Modeling Transformations

25

 Translation:

 x’ = x + 𝑢𝑦  y’ = y + 𝑢𝑧

 Scale:

 x’ = x * 𝑡𝑦  y’ = y * 𝑡𝑧

 Rotation:

 x’ = x*cosΘ - y*sinΘ  y’ = x*sinΘ + y*cosΘ

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SLIDE 26

2D Modeling Transformations

26

 Translation:

 x’ = x + 𝑢𝑦  y’ = y + 𝑢𝑧

 Scale:

 x’ = x * 𝑡𝑦  y’ = y * 𝑡𝑧

 Rotation:

 x’ = x*cosΘ - y*sinΘ  y’ = x*sinΘ + y*cosΘ

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SLIDE 27

Overview

27

 2D Transformations

 Basic 2D transformations  Matrix representation  Matrix composition

 3D Transformations

 Basic 3D transformations  Same as 2D

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SLIDE 28

Matrix Representation

28

 Represent 2D transformation by a matrix

𝑏 𝑐 𝑑 𝑒

 Multiply matrix by column vector ⇔ transformation of a point

𝑦′ 𝑧′ = 𝑏 𝑐 𝑑 𝑒 𝑦 𝑧 𝑦′ = 𝑏𝑦 + 𝑐𝑧 𝑧′ = 𝑑𝑦 + 𝑒𝑧

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Matrix Representation

29

 Transformations combined by multiplication

𝑦′ 𝑧′ = 𝑏 𝑐 𝑑 𝑒 𝑓 𝑔 𝑕 ℎ 𝑗 𝑘 𝑙 𝑚 𝑦 𝑧 Matrices are a convenient and efficient way to represent a sequence of transformations!

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SLIDE 30

2x2 Matrices

30

 What transformations can be represented by a 2x2

matrix?

 2D Identity?

𝑦′ = 𝑦 𝑧 = 𝑧 𝑦′ 𝑧′ = 1 1 𝑦 𝑧

 2D Scale around origin (0,0)?

𝑦′ = 𝑡𝑦 ∗ 𝑦 𝑧 = 𝑡𝑧 ∗ 𝑧 𝑦′ 𝑧′ = 𝑡𝑦 𝑡𝑧 𝑦 𝑧

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SLIDE 31

2x2 Matrices

31

 What transformations can be represented by a 2x2 matrix?

 2D Rotate around origin (0,0)?

𝑦′ = x ∗ cos 𝜄 − y ∗ sin 𝜄 𝑧′ = x ∗ 𝑡𝑗𝑜 𝜄 + y ∗ 𝑑𝑝𝑡 𝜄 𝑦′ 𝑧′ = cos 𝜄 − sin 𝜄 𝑡𝑗𝑜 𝜄 𝑑𝑝𝑡 𝜄 𝑦 𝑧

 2D Shear?

𝑦′ = 𝑦 + 𝑡ℎ𝑦 ∗ 𝑧 𝑧′ = 𝑡ℎ𝑧 ∗ 𝑦 + 𝑧 𝑦′ 𝑧′ = 1 𝑡ℎ𝑦 𝑡ℎ𝑧 1 𝑦 𝑧

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SLIDE 32

2x2 Matrices

32

 What transformations can be represented by a 2x2

matrix?

 2D Mirror over Y axis?

𝑦′ = −𝑦 𝑧′ = 𝑧 𝑦′ 𝑧′ = −1 1 𝑦 𝑧

 2D Mirror over (0,0)?

𝑦′ = −𝑦 𝑧′ = −𝑧 𝑦′ 𝑧′ = −1 −1 𝑦 𝑧

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SLIDE 33

2x2 Matrices

33

 What transformations can be represented by a 2x2

matrix?

 2D Translation?

𝑦′ = 𝑦 + 𝑢𝑦 𝑧′ = 𝑧 + 𝑢𝑧 𝑦′ 𝑧′ = ? ? ? ? 𝑦 𝑧

Only a linear 2D transformations can be represented by a 2x2 matrix

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SLIDE 34

Linear Transformations

34

 Linear transformations are combinations of ..

 Scale  Rotation  Shear  Mirror

 Properties of linear transformations:

 Satisfies:

𝑈 𝑡1𝑞1 + 𝑡2𝑞2 = 𝑡1𝑈 𝑞1 + 𝑡2𝑈(𝑞1)

 Origin maps to origin  Lines map to lines  Parallel lines remain parallel  Ratios are preserved  Closed under composition

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SLIDE 35

2D Translation

35

 2D translation represented by a 3x3 matrix  Point represented in homogenous coordinates

𝑦′ = 𝑦 + 𝑢𝑦 𝑧′ = 𝑧 + 𝑢𝑧 𝑦′ 𝑧′ 1 = 1 𝑢𝑦 1 𝑢𝑧 1 𝑦 𝑧 1

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SLIDE 36

Homogenous Coordinates

36

 Add a 3rd coordinate to every 2D point

 (x,y,w) represents a point at location (x/w, y/w)  (x,y,0) represents a point at infinity  (0,0,0) is not allowed

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SLIDE 37

Basic 2D Transformations

37

 Basic 2D transformations as 3x3 matrices

𝑦′ 𝑧′ 1 = 1 𝑢𝑦 1 𝑢𝑧 1 𝑦 𝑧 1 𝑦′ 𝑧′ 1 = 𝑡𝑦 𝑡𝑧 1 𝑦 𝑧 1 Translate Scale 𝑦′ 𝑧′ 1 = cos 𝜄 −sin 𝜄 sin 𝜄 cos 𝜄 1 𝑦 𝑧 1 𝑦′ 𝑧′ 1 = 1 𝑡ℎ𝑦 𝑡ℎ𝑧 1 1 𝑦 𝑧 1 Rotate Shear

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SLIDE 38

Affine Transformations

38

 Affine transformations are combinations of...

 Linear transformations, and  Translations

𝑦′ 𝑧′ 𝑥′ = 𝑏 𝑐 𝑑 𝑒 𝑓 𝑔 1 𝑦 𝑧 𝑥

 Properties of affine transformations:

 Origin does not necessarily map to origin

 Lines map to lines  Parallel lines remain parallel  Ratios are preserved  Closed under composition

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SLIDE 39

Projective Transformations

39

 Projective transformations:

𝑦′ 𝑧′ 𝑥′ = 𝑏 𝑐 𝑑 𝑒 𝑓 𝑔 𝑕 ℎ 𝑗 𝑦 𝑧 𝑥

 Properties of projective transformations:

 Origin does not necessarily map to origin

 Lines map to lines  Parallel lines do not necessarily remain parallel  Ratios are not preserved  Closed under composition

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SLIDE 40

Overview

40

 2D Transformations

 Basic 2D transformations  Matrix representation  Matrix composition

 3D Transformations

 Basic 3D transformations  Same as 2D

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SLIDE 41

Matrix Composition

41

 Transformations can be combined by matrix

multiplication P’ = T(𝑢𝑦, 𝑢𝑧) R(𝜄) S(𝑡𝑦, 𝑡𝑧) P

𝑦′ 𝑧′ 𝑥′ = 1 𝑢𝑦 1 𝑢𝑧 1 cos 𝜄 −sin 𝜄 sin 𝜄 cos 𝜄 1 𝑡𝑦 𝑡𝑧 1 𝑦 𝑧 𝑥

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SLIDE 42

Matrix Composition

42

 Matrices are a convenient and efficient way to represent a

sequence of transformations

 General purpose representation  Hardware matrix multiply  Efficiency with premultiplication

 Matrix multiplication is associative

P’ = (T * (S * (R * p))) P’ = (T * S * R) * p

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SLIDE 43

Matrix Composition

43

 Be aware: order of transformations matters

 Matrix multiplication is not commutative

transformation order

P’ = T * S * R * p

“Global” “Local”

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SLIDE 44

Matrix Composition

44

 Be aware: order of transformations matters

 Matrix multiplication is not commutative

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SLIDE 45

Problem: local rotation

45

angle φ

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SLIDE 46

Matrix Composition

46

 Rotate around an arbitrary point (a,b)

 Translate (a,b) to the origin  Rotate around origin  Translate back

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SLIDE 47

Matrix Composition

47

 Rotate around an arbitrary point (a,b)

 Translate (a,b) to the origin  Rotate around origin  Translate back

M = T(a, b) * R(𝜄) * T(-a, -b)

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SLIDE 48

Matrix Composition

48

1.

translate rotation center to origin: t(tx,ty)

2.

rotate by φ

3.

inverse translate by t´(-tx,-ty) Matrix notation:

            − −           −             = 1 1 1 1 cos sin sin cos 1 1 1 ) 1 , , ( ) 1 , ' , ' ( y t x t y t x t y x y x    

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SLIDE 49

Matrix Composition

49

 Scale by sx, sy around arbitrary point (a, b)

 Use the same approach …

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SLIDE 50

Matrix Composition

50

 Scale by sx, sy around arbitrary point (a, b)

 Use the same approach …

M = T(a, b) * S(𝑡𝑦, 𝑡𝑧) * T(-a, -b)

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SLIDE 51

Overview

51

 2D Transformations

 Basic 2D transformations  Matrix representation  Matrix composition

 3D Transformations

 Basic 3D transformations  Same as 2D

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SLIDE 52

3D Transformations

52

 Right-handed coordinate system  Left-handed coordinate system  rotation direction

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SLIDE 53

3D Transformations

53

 Same idea as 2D transformations

 Homogenous coordinates (x,y,z,w)  4x4 transformation matrices

𝑦′ 𝑧′ 𝑨′ 𝑥′ = 𝑏 𝑐 𝑑 𝑒 𝑓 𝑔 𝑕 ℎ 𝑗 𝑘 𝑙 𝑚 𝑛 𝑜 𝑝 𝑞 𝑦 𝑧 𝑨 𝑥

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SLIDE 54

Basic 3D Transformations

54

Identity Scale Translation Mirror over X 𝑦′ 𝑧′ 𝑨′ 𝑥′ = 1 1 1 1 𝑦 𝑧 𝑨 𝑥 𝑦′ 𝑧′ 𝑨′ 𝑥′ = 1 𝑢𝑦 1 𝑢𝑧 1 𝑢𝑨 1 𝑦 𝑧 𝑨 𝑥 𝑦′ 𝑧′ 𝑨′ 𝑥′ = 𝑡𝑦 𝑡𝑧 𝑡𝑨 1 𝑦 𝑧 𝑨 𝑥 𝑦′ 𝑧′ 𝑨′ 𝑥′ = 1 −1 −1 1 𝑦 𝑧 𝑨 𝑥

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SLIDE 55

Basic 3D Transformations

55  Rotation around Z axis  Rotation around

Y axis

 Rotation around X axis

𝑦′ 𝑧′ 𝑨′ 𝑥′ = cos 𝜄 −sin 𝜄 sin 𝜄 cos 𝜄 1 1 𝑦 𝑧 𝑨 𝑥 𝑦′ 𝑧′ 𝑨′ 𝑥′ = cos 𝜄 sin 𝜄 1 −sin 𝜄 cos 𝜄 1 𝑦 𝑧 𝑨 𝑥 𝑦′ 𝑧′ 𝑨′ 𝑥′ = 1 cos 𝜄 −sin 𝜄 sin 𝜄 cos 𝜄 1 𝑦 𝑧 𝑨 𝑥

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SLIDE 56

Same as 2D

56

 Everything else is the same as 2D

 In fact 2D is actually 3D in OpenGL

 z is either 0 or ignored

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SLIDE 57

57

  • Ask questions, please!!!
  • Be communicative
  • www.slido.com #PPGSO02
  • More active you are, the better for you!

How the lectures should look like #3

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SLIDE 58

58

Projections

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SLIDE 59

Projection

59

 General definition:

 Maps points in n-space to m-space (m<n)

 In Computer Graphics:

 Map 3D camera coordinates to 2D screen coordinates

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SLIDE 60

Viewing transformation

60

Convert from local/world coordinates to camera/viewport coordinates

1.

rotate scene so that camera lies in z-axis

2.

projection transformation

3.

viewport transformation

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SLIDE 61

Stage 0

61

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SLIDE 62

Stage 1 - translate P→P’

62

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SLIDE 63

Stage 2 - rotate P’→P’’→P’’’

63

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SLIDE 64

Stage 2 - rotate P’→P’’→P’’’

64

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SLIDE 65

Orthogonal projection

65

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SLIDE 66

Orthogonal projection

66

 𝑦𝑄 = x’’’  𝑧𝑄 = y’’’  z’’’ is simply left out  Matrix notation

              = 1 1 1 ) 1 , ' ' ' , ' ' ' , ' ' ' ( ) 1 , , , ( z y x z y x

p P P

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SLIDE 67

Perspective projection

67

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SLIDE 68

Taxonomy of Projections

68

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SLIDE 69

Taxonomy of Projections

69

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SLIDE 70

Parallel Projection

70

 Center of projection is at infinity  Direction of projection (DOP) same for all points

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SLIDE 71

Orthographic Projections

71

 DOP perpendicular to view plane

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SLIDE 72

Oblique Projections

72

 DOP not perpendicular to view plane

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SLIDE 73

Parallel Projection View Volume

73

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SLIDE 74

Parallel Projection Matrix

74

 General parallel projection transformation

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SLIDE 75

Taxonomy of Projections

75

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SLIDE 76

Perspective Projection

76

 Maps points onto a view plane along projectors emitting

from center of projection (COP)

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SLIDE 77

Perspective Projection

77

 N-point perspective

 How many vanishing points? 3-point perspective 2-point perspective 1-point perspective

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SLIDE 78

Perspective Projection

78

 Compute 2D coordinates from 3D coordinates using

triangle similarity principle

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SLIDE 79

Perspective Projection

79

 Compute 2D coordinates from 3D coordinates using

triangle similarity principle

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SLIDE 80

Perspective Projection

80

 4x4 matrix representation

 𝑦𝑇 = 𝑦𝐷𝐸/𝑨𝐷  𝑧𝑇 = 𝑧𝐷𝐸/𝑨𝐷  𝑨𝑇 = 𝐸  𝑥𝑇 = 1

𝑦𝑡 𝑧𝑡 𝑨𝑡 𝑥𝑡

= 𝑏 𝑐 𝑑 𝑒 𝑓 𝑔 𝑕 ℎ 𝑗 𝑘 𝑙 𝑚 𝑛 𝑜 𝑝 𝑞

𝑦𝑑 𝑧𝑑 𝑨𝑑

1

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SLIDE 81

Perspective Projection

81

 4x4 matrix representation

 𝑦𝑇 = 𝑦𝐷𝐸/𝑨𝐷

𝑦𝑇 = 𝑦𝐷

 𝑧𝑇 = 𝑧𝐷𝐸/𝑨𝐷

𝑧𝑇 = 𝑧𝐷

 𝑨𝑇 = 𝐸

depth is stored 𝑨𝑇 = 𝑨𝐷

 𝑥𝑇 = 1

𝑥𝑇 = 𝑨𝐷/𝐸

𝑦𝑡 𝑧𝑡 𝑨𝑡 𝑥𝑡

= 𝑏 𝑐 𝑑 𝑒 𝑓 𝑔 𝑕 ℎ 𝑗 𝑘 𝑙 𝑚 𝑛 𝑜 𝑝 𝑞

𝑦𝑑 𝑧𝑑 𝑨𝑑

1

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SLIDE 82

Perspective Projection

82

 4x4 matrix representation

 𝑦𝑇 = 𝑦𝐷𝐸/𝑨𝐷

𝑦𝑇 = 𝑦𝐷

 𝑧𝑇 = 𝑧𝐷𝐸/𝑨𝐷

𝑧𝑇 = 𝑧𝐷

 𝑨𝑇 = 𝐸

𝑨𝑇 = 𝑨𝐷

 𝑥𝑇 = 1

𝑥𝑇 = 𝑨𝐷/𝐸

𝑦𝑡 𝑧𝑡 𝑨𝑡 𝑥𝑡

= 1 𝑓 𝑔 𝑕 ℎ 𝑗 𝑘 𝑙 𝑚 𝑛 𝑜 𝑝 𝑞

𝑦𝑑 𝑧𝑑 𝑨𝑑

1

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SLIDE 83

Perspective Projection

83

 4x4 matrix representation

 𝑦𝑇 = 𝑦𝐷𝐸/𝑨𝐷

𝑦𝑇 = 𝑦𝐷

 𝑧𝑇 = 𝑧𝐷𝐸/𝑨𝐷

𝑧𝑇 = 𝑧𝐷

 𝑨𝑇 = 𝐸

𝑨𝑇 = 𝑨𝐷

 𝑥𝑇 = 1

𝑥𝑇 = 𝑨𝐷/𝐸

𝑦𝑡 𝑧𝑡 𝑨𝑡 𝑥𝑡

= 1 1 𝑗 𝑘 𝑙 𝑚 𝑛 𝑜 𝑝 𝑞

𝑦𝑑 𝑧𝑑 𝑨𝑑

1

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SLIDE 84

Perspective Projection

84

 4x4 matrix representation

 𝑦𝑇 = 𝑦𝐷𝐸/𝑨𝐷

𝑦𝑇 = 𝑦𝐷

 𝑧𝑇 = 𝑧𝐷𝐸/𝑨𝐷

𝑧𝑇 = 𝑧𝐷

 𝑨𝑇 = 𝐸

𝑨𝑇 = 𝑨𝐷

 𝑥𝑇 = 1

𝑥𝑇 = 𝑨𝐷/𝐸

𝑦𝑡 𝑧𝑡 𝑨𝑡 𝑥𝑡

= 1 1 1 𝑛 𝑜 𝑝 𝑞

𝑦𝑑 𝑧𝑑 𝑨𝑑

1

slide-85
SLIDE 85

Perspective Projection

85

 4x4 matrix representation

 𝑦𝑇 = 𝑦𝐷𝐸/𝑨𝐷

𝑦𝑇 = 𝑦𝐷

 𝑧𝑇 = 𝑧𝐷𝐸/𝑨𝐷

𝑧𝑇 = 𝑧𝐷

 𝑨𝑇 = 𝐸

𝑨𝑇 = 𝑨𝐷

 𝑥𝑇 = 1

𝑥𝑇 = 𝑨𝐷/𝐸

𝑦𝑡 𝑧𝑡 𝑨𝑡 𝑥𝑡

= 1 1 1 1/𝐸

𝑦𝑑 𝑧𝑑 𝑨𝑑

1

slide-86
SLIDE 86

Perspective vs. Parallel

86

 Perspective Projection

 + Size varies inversely with distance - looks realistic  - Distance and angles are not (in general) preserved  - Parallel lines do not (in general) remain parallel

 Parallel Projection

 + Good for exact measurements  + Parallel lines remain parallel  - Angles are not (in general) preserved  - Less realistic looking

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SLIDE 87

Classical Projections

87

slide-88
SLIDE 88

Viewport transformation

88

slide-89
SLIDE 89

Viewport transformation

89

 sx, sy – scale factors  Matrix notation

min max min max

xc xc xv xv sx − − =

min max min max

yc yc yv yv sy − − =

          + − + − = 1 ) 1 , , ( ) 1 , , (

min min min min

yv yc s xv xc s s s y x y x

y x y x p p v v

slide-90
SLIDE 90

Welcome to the matrix!

90

1.

local → global coordinates

translate, rotate, scale, translate

2.

global → camera

translate, rotate, rotate, project

3.

camera → viewport

translate, scale, translate

Transformation combine = matrix multiply

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SLIDE 91

3D rendering pipeline

91

3D polygons Modeling Transformation Lighting Viewing Transformation Projection Transformation Clipping Scan Conversion 2D Image

1 Model transformation local → global / world coordinates Viewport transformation global → camera Projection transformation global → normalized device Clipping Rasterization Texturing & Lighting

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SLIDE 92

92

  • Ask questions, please!!!
  • Be communicative
  • www.slido.com #ZPGSO02
  • More active you are, the better for you!

How the lectures should look like #2

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SLIDE 93

93

Rasterization Rendering Pipeline

Next Week

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SLIDE 94

94

Acknowledgements

 Thanks to all the people, whose work is shown here and whose

slides were used as a material for creation of these slides:

Matej Novotný, GSVM lectures at FMFI UK Peter Drahoš, PPGSO lectures at FIIT STU Output of all the publications and great team work Very best data from 3D cameras

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SLIDE 95

95

www.skeletex.xyz madaras@skeletex.xyz

Questions ?!