Principles of Computer Graphics and Image Processing
Transformations, Projections (02)
- RNDr. Martin Madaras, PhD.
martin.madaras@stuba.sk
Transformations, Projections (02) RNDr. Martin Madaras, PhD. - - PowerPoint PPT Presentation
Principles of Computer Graphics and Image Processing Transformations, Projections (02) RNDr. Martin Madaras, PhD. martin.madaras@stuba.sk Overview 2D Transformations Basic 2D transformations Matrix representation Matrix
martin.madaras@stuba.sk
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To be discussed early during course
To be discussed later during course
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2D Rotate around origin (0,0)?
2D Shear?
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Linear transformations, and Translations
Origin does not necessarily map to origin
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Rotation around X axis
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z is either 0 or ignored
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+ Size varies inversely with distance - looks realistic - Distance and angles are not (in general) preserved - Parallel lines do not (in general) remain parallel
+ Good for exact measurements + Parallel lines remain parallel - Angles are not (in general) preserved - Less realistic looking
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min min min min
y x y x p p v v
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3D polygons Modeling Transformation Lighting Viewing Transformation Projection Transformation Clipping Scan Conversion 2D Image
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Specification [6p]
Data structures (1p) Class diagrams (1p) Pseudocodes (1p) User interaction diagrams (1p) Structure rendering algorithms (1p) Modul connection diagrams (1p)
Use of texture mapping on 3D geometry [4p]
Unique 3D meshes (2p) Unique texturing using uv coordinates (2p)
Camera transformations [6p]
Camera with perspective projection (1p) Animated camera (2p) Interactive camera (2p) Use of multiple camera view positions (1p)
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Implementation of a scene with logically relative objects (1p) Changing scenes and multiple areas/scenes (2p)
At least 2 different scenes
Scene has a logical ground and background (sky, ceiling, walls…) (1p) Presented demo must have a beginning and a logical ending (1p)
Dynamic scene with objects being created and destroyed during demo
At least 2 different types of objects
Procedurally generated scene (2b)
Effective object to object collisions and interactions (3p)
Dynamic response to collisions
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Procedurally driven animation (2p)
Encapsulated method with parameters Logical branching
Basic simulated animation with at least 2 forces using matrix algebra (2p)
Hierarchical object transformation (2p)
At least 2 levels with 3 objects Using the aggregation and transformation matrices
Data driven animations, recommended using key-frames (3p)
Key-frame sequence represented by code structure of transformation matrix
Interpolation using curves or quaternions and spherical linear interpolation
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Diffuse scene lighting with materials (2p) Changeable color of light (1b) Correct Phong lighting with multiple light sources (2p)
Correct depth-based attenuation At least 3 material and light components Correctly combine material and light components
Correct shadows or reflections using any approach you can think of (2p)
1xA4 description of the project manual + runnable package (1b) 2xA4 screens from the projects + game video (2b) Critical evaluation and update of the specification (4b)
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https://tinyurl.com/y3jdfms4
https://tinyurl.com/y6244wyn
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