Viewing/Projections IV Week 4, Fri Feb 1 - - PowerPoint PPT Presentation
Viewing/Projections IV Week 4, Fri Feb 1 - - PowerPoint PPT Presentation
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2008 Tamara Munzner Viewing/Projections IV Week 4, Fri Feb 1 http://www.ugrad.cs.ubc.ca/~cs314/Vjan2008 News extra TA office hours in lab next week to answer questions
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News
- extra TA office hours in lab next week to
answer questions
- Mon 1-3
- Tue 2-4
- Wed 1-3
- reminder
- Wed 2/6: Homework 1 due 1pm sharp
- Wed 2/6: Project 1 due 6pm.
3
Review: View Volumes
- specifies field-of-view, used for clipping
- restricts domain of z stored for visibility test
z perspective view volume perspective view volume
- rthographic view volume
- rthographic view volume
x=left x=right y=top y=bottom z=-near z=-far x VCS x z VCS y y x=left y=top x=right z=-far z=-near y=bottom
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Review: Understanding Z
- z axis flip changes coord system handedness
- RHS before projection (eye/view coords)
- LHS after projection (clip, norm device coords)
x z
VCS
y x=left y=top x=right z=-far z=-near y=bottom x z
NDCS
y
(-1,-1,-1) (1,1,1)
5
Review: Projection Normalization
- warp perspective view volume to orthogonal
view volume
- render all scenes with orthographic projection!
- aka perspective warp
x z=α z=d x z=0 z=d
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Review: 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
OCS OCS O2W O2W VCS VCS CCS CCS NDCS NDCS DCS DCS
modeling modeling transformation transformation viewing viewing transformation transformation projection projection transformation transformation viewport viewport transformation transformation perspective perspective divide divide
- bject
world viewing device normalized device clipping W2V W2V V2C V2C N2D N2D C2N C2N WCS WCS
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Review: Separate Warp From Homogenization
- warp requires only standard matrix multiply
- distort such that orthographic projection of distorted
- bjects is desired persp projection
- w is changed
- clip after warp, before divide
- division by w: homogenization
CCS CCS NDCS NDCS
alter w alter w / w / w
VCS VCS
projection projection transformation transformation
viewing normalized device clipping
perspective perspective division division
V2C V2C C2N C2N
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Reading for Viewing
- FCG Chapter 7 Viewing
- FCG Section 6.3.1 Windowing Transforms
- RB rest of Chap Viewing
- RB rest of App Homogeneous Coords
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Reading for Next Time
- RB Chap Color
- FCG Sections 3.2-3.3
- FCG Chap 20 Color
- FCG Chap 21.2.2 Visual Perception (Color)
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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
OCS OCS O2W O2W VCS VCS CCS CCS NDCS NDCS DCS DCS
modeling modeling transformation transformation viewing viewing transformation transformation projection projection transformation transformation viewport viewport transformation transformation perspective perspective divide divide
- bject
world viewing device normalized device clipping W2V W2V V2C V2C N2D N2D C2N C2N WCS WCS
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NDC to Device Transformation
- map from NDC to pixel coordinates on display
- NDC range is x = -1...1, y = -1...1, z = -1...1
- typical display range: x = 0...500, y = 0...300
- maximum is size of actual screen
- z range max and default is (0, 1), use later for visibility
x x y y viewport viewport NDC NDC 500 300
- 1
1 1
- 1
x x y y
glViewport(0,0,w,h); glDepthRange(0,1); // depth = 1 by default
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Origin Location
- yet more (possibly confusing) conventions
- OpenGL origin: lower left
- most window systems origin: upper left
- then must reflect in y
- when interpreting mouse position, have to flip your
y coordinates
x x y y viewport viewport NDC NDC 500 300
- 1
1 1
- 1
x x y y
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N2D Transformation
- general formulation
- reflect in y for upper vs. lower left origin
- scale by width, height, depth
- translate by width/2, height/2, depth/2
- FCG includes additional translation for pixel centers at
(.5, .5) instead of (0,0) x x y y viewport viewport NDC NDC 500 300
- 1
1 1
- 1
height width x x y y
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N2D Transformation
x x y y viewport viewport NDC NDC 500 300
- 1
1 1
- 1
height width x x y y
xD yD zD 1
- =
1 width 2 1 2 1 height 2 1 2 1 depth 2 1
- width
2 height 2 depth 2 1
- 1
1 1 1
- xN
yN zN 1
- =
width(xN +1) 1 2 height(yN +1) 1 2 depth(zN +1) 2 1
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Device vs. Screen Coordinates
- viewport/window location wrt actual display not available
within OpenGL
- usually don’t care
- use relative information when handling mouse events, not
absolute coordinates
- could get actual display height/width, window offsets from OS
- loose use of terms: device, display, window, screen...
x x display display viewport viewport 1024 768 300 500 display height display width x offset y offset y y viewport viewport x x y y
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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
- bject
world viewing device normalized device clipping
perspective perspective division division glVertex3f(x,y,z) glVertex3f(x,y,z) glTranslatef glTranslatef(x,y,z) (x,y,z) glRotatef(a,x,y,z glRotatef(a,x,y,z) ) .... .... gluLookAt gluLookAt(...) (...) glFrustum glFrustum(...) (...) glutInitWindowSize glutInitWindowSize(w,h) (w,h) glViewport glViewport(x,y,a,b) (x,y,a,b)
O2W O2W W2V W2V V2C V2C N2D N2D C2N C2N
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Coordinate Systems
viewing (4-space, W=1) clipping (4-space parallelepiped, with COP moved backwards to infinity
normalized device (3-space parallelepiped)
device (3-space parallelipiped) projection matrix divide by w scale & translate framebuffer
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Perspective To NDCS Derivation
x z
NDCS
y
(-1,-1,-1) (1,1,1)
x=left x=right y=top y=bottom z=-near z=-far x
VCS
y z
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Perspective Derivation
simple example earlier: simple example earlier: complete: shear, scale, projection-normalization complete: shear, scale, projection-normalization
x' y' z' w'
- =
1 1 1 1/d
- x
y z 1
- x'
y' z' w'
- =
E A F 1 B C D 1
- x
y z 1
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Perspective Derivation
earlier: earlier: complete: shear, scale, projection-normalization complete: shear, scale, projection-normalization
x' y' z' w'
- =
1 1 1 1/d
- x
y z 1
- x'
y' z' w'
- =
E A F 1 B C D 1
- x
y z 1
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Perspective Derivation
earlier: earlier: complete: shear, scale, projection-normalization complete: shear, scale, projection-normalization
x' y' z' w'
- =
1 1 1 1/d
- x
y z 1
- x'
y' z' w'
- =
E A F 1 B C D 1
- x
y z 1
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Perspective Derivation
x' y' z' w'
- =
E A F B C D 1
- x
y z 1
- y'= Fy + Bz, y'
w' = Fy + Bz w' , 1= Fy + Bz w' , 1= Fy + Bz z , 1= F y z + B z z , 1= F y z B, 1= F top (near) B, x'= Ex + Az y'= Fy + Bz z'= Cz + D w'= z x = left x'/w'=1 x = right x'/w'= 1 y = top y'/w'=1 y = bottom y'/w'= 1 z = near z'/w'=1 z = far z'/w'= 1 1= F top near B
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Perspective Derivation
- similarly for other 5 planes
- 6 planes, 6 unknowns
2n r l r + l r l 2n t b t + b t b ( f + n) f n 2 fn f n 1
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Perspective Example
tracks in VCS: left x=-1, y=-1 right x=1, y=-1 view volume left = -1, right = 1 bot = -1, top = 1 near = 1, far = 4
z=-1 z=-4 x z VCS top view
- 1
- 1
1 1
- 1
NDCS (z not shown) real midpoint xmax-1 DCS (z not shown) ymax-1 x=-1 x=1
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Perspective Example
view volume
- left = -1, right = 1
- bot = -1, top = 1
- near = 1, far = 4
2n r l r + l r l 2n t b t + b t b ( f + n) f n 2 fn f n 1
- 1
1 5/3 8/3 1
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Perspective Example
/ w / w
xNDCS = 1/zVCS yNDCS =1/zVCS zNDCS = 5 3 + 8 3zVCS 1 1 5zVCS /3 8/3 zVCS
- =
1 1 5/3 8/3 1
- 1
1 zVCS 1
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OpenGL Example
glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 45, 1.0, 0.1, 200.0 ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glTranslatef( 0.0, 0.0, -5.0 ); glPushMatrix() glTranslate( 4, 4, 0 ); glutSolidTeapot(1); glPopMatrix(); glTranslate( 2, 2, 0); glutSolidTeapot(1);
OCS2 OCS2 O2W O2W VCS VCS
modeling modeling transformation transformation viewing viewing transformation transformation projection projection transformation transformation
- bject
world viewing W2V W2V V2C V2C WCS WCS
- transformations that
are applied first are specified last
OCS1 OCS1 WCS WCS VCS VCS W2O W2O W2O W2O CCS CCS clipping CCS CCS OCS OCS
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Projection Taxonomy
planar planar projections projections perspective: perspective: 1,2,3-point 1,2,3-point parallel parallel
- blique
- blique
- rthographic
- rthographic
cabinet cabinet cavalier cavalier top, top, front, front, side side axonometric: axonometric: isometric isometric dimetric dimetric trimetric trimetric
http://ceprofs.tamu.edu/tkramer/ENGR%20111/5.1/20
- perspective: projectors converge
- orthographic, axonometric: projectors
parallel and perpendicular to projection plane
- oblique: projectors parallel, but not
perpendicular to projection plane
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Perspective Projections
- projectors converge on image plane
- select how many vanishing points
- one-point: projection plane parallel to two axes
- two-point: projection plane parallel to one axis
- three-point: projection plane not parallel to any axis
- ne-point
- ne-point
perspective perspective two-point two-point perspective perspective three-point three-point perspective perspective
Tuebingen demo: vanishingpoints
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Orthographic Projections
- projectors parallel, perpendicular to image plane
- image plane normal parallel to one of principal axes
- select view: top, front, side
- every view has true dimensions, good for measuring
http://www.cs.fit.edu/~wds/classes/cse5255/thesis/images/proj/orthoProj.gif
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Axonometric Projections
- projectors parallel, perpendicular to image plane
- image plane normal not parallel to axes
- select axis lengths
- can see many sides at once
http://ceprofs.tamu.edu/tkramer/ENGR%20111/5.1/20
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Oblique Projections
x x y y z z
- cavalier
cavalier
d d d d x x y y z z
- cabinet
cabinet
d d d / 2 d / 2
- projectors parallel, oblique to image plane
- select angle between front and z axis
- lengths remain constant
- both have true front view
- cavalier: distance true
- cabinet: distance half