Viewing and Projection The topics Interior parameters Projection
- Slides: 44
Viewing and Projection
The topics • Interior parameters • Projection type • Field of view • Clipping • Frustum… • Exterior parameters • Camera position • Camera orientation
Transformation Pipeline Local coordinate Local->World coordinate World->Eye coordinate Projection Matrix Clip coordinate others Screen coordinate Model. View Matrix
Projection • The projection transforms a point from a highdimensional space to a low-dimensional space. • In 3 D, the projection means mapping a 3 D point onto a 2 D projection plane (or called image plane). • There are two basic projection types: • Parallel: orthographic, oblique • Perspective
Orthographic Projection Image Plane Direction of Projection z-axis z=k
Orthographic Projection
Oblique Projection Image Plane Direction of Projection
Properties of Parallel Projection • Definition: projection directions are parallel. • Doesn’t look real. • Can preserve parallel lines Projection Parallel in 3 D Parallel in 2 D
Properties of Parallel Projection • Definition: projection directions are parallel. • Doesn’t look real. • Can preserve parallel lines • Can preserve ratios Projection
Properties of Parallel Projection • Definition: projection directions are parallel. • Doesn’t look real. • Can preserve parallel lines • Can preserve ratios • CANNOT preserve angles Projection
Properties of Parallel Projection • Definition: projection directions are parallel. • Doesn’t look real. • Can preserve parallel lines • Can preserve ratios • CANNOT preserve angles • Often used in CAD, architecture drawings, when images can be used for measurement.
Properties of Parallel Projection • No foreshortening Image Plane
Perspective Projection • Perspective projection has foreshortening: Center of Projection Image Plane
Perspective Projection • Images are mapped onto the image plane in different ways: An image (640*640) Center of Projection Image Plane
Perspective Projection • Images are mapped onto the image plane in different ways: An image (640*640) Center of Projection Image Plane
Perspective Projection • Angle of view tells us the mapping from the image to the image plane: Angle of view Center of Projection Image Plane Field of view
Perspective Projection • Not everything will be displayed. Frustum Center of Projection Image Plane Near Plane Far Plane
Perspective Projection • The frustum of perspective projection looks like: Center of Projection Image Plane Near Plane
Ortho Projection • What’s the frustum of orthographic projection? Image Plane Near Far
Homogenous Coordinates • In general, the homogeneous coordinate system is define as: In homogeneous space • For example, In 3 D
Homogenous Coordinates • Both homogenous vectors and matrices are scalable:
Perspective Projection • Derivation: Z Axis Image Plane XY Plane
Perspective Projection • Derivation: Z Axis Image Plane XY Plane
Perspective Matrix • Derivation: How? The z axis now becomes useless…
Open. GL Perspective Matrix • In practice, Open. GL uses the z axis for depth test. Its matrix looks like this: The depth value now can be used for depth test. We will discuss this in more details later. . .
Vanishing Point • Given a ray: • Its projection:
Vanishing Point • When t goes to infinity: • What if there is another ray: Parallel lines meet at the vanishing point.
Properties of Perspective Projection • Lines are mapped to lines. • Parallel lines may not remain parallel. Instead, they may meet at the vanishing point. • Ratios are not preserved. • It has foreshortening effects. So it looks real. • Distances cannot be directly measured, as in parallel projection.
Basic Open. GL Projection • Everything will be considered in the eye space: • Geometry objects have been transformed into the eye coordinate system using the GL_MODELVIEW matrix. • You define the projection matrix in GL_PROJECTION, also in the eye space. • Open. GL always assume that the viewing direction is the – z direction. • Open. GL automatically processes each vertex using GL_PROJECTION: • After projection, the frustum is converted into a canonical view volume ( [-1, 1] in all coordinates)
Open. GL Orthographic Projection gl. Ortho(left, right, bottom, top, near, far) X range Y range Z range (right, top, far) (1, 1, 1) (left, bottom, near) (-1, -1)
Open. GL Orthographic Projection gl. Ortho(l, r, b, t, n, f) • Translation so that the center is the origin. • Scaling so that the size becomes (2, 2, 2).
Open. GL Perspective Projection gl. Frustum(left, right, bottom, top, near, far) (left, right, bottom, top) may not be centered along the axis Always positive, although it’s facing the –z direction Frustum Center of Projection Near Plane (Image Plane) Far Plane
Open. GL Perspective Projection glu. Perspective(fov, aspect_ratio, near, far) Always positive, although it’s facing the –z direction ratio=image_width/image_height top: near*ctan(fov/2) right: near*ratio*ctan(fov/2) Frustum fov Center of Projection Near Plane (Image Plane) Far Plane
Open. GL Perspective Projection gl. Frustum(…) is less useful than glu. Perspective(. . . ). But we can still use it for demonstration purpose next.
Open. GL Perspective Projection
Open. GL Perspective Projection in (-1, 1) in (-n, -f), why? ? ?
Open. GL Perspective Projection
Open. GL Perspective Projection (r/n, t/n, 1) Projection (l/n, b/n, -1)
Open. GL Perspective Projection (r/n, t/n, 1) (1, 1, 1) Transform (l/n, b/n, -1) Scaling (-1, -1) Translation
Open. GL Perspective Projection (1, 1, 1) Projection (-1, -1) Transformation Original Projection
What happens after projection? • Clipping clipping • Viewport transformation (1, 1) viewport (-1, -1) • Rasterization (0, 0) rasterize (800, 800)
Depth Test • Before rasterization, all processes are done based on vertices. • The z coordinate at each vertex is transformed into a new z value (or called the depth value). • During rasterization, the z value of each pixel is interpolated from vertices. • The z value then stored in the depth buffer, for occlusion tests. (smaller z means closer).
Depth Test • The depth buffer is part of the frame buffer: glut. Init. Display. Mode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH); • To enable or disable the depth buffer: gl. Enable(GL_DEPTH_TEST); gl. Disable(GL_DEPTH_TEST); • Without the depth test, the occlusion is determined by the drawing order.
Common Issues • When you set up the perspective matrix: • Near (n) cannot be zero! • f : n cannot be too large! (far cannot be too large, or near cannot be too small. ) Why?
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