Viewing And Projections

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Viewing and Projections Don Fussell Computer Science Department The University of Texas at Austin University of Texas at Austin CS354 - Computer Graphics Don Fussell

A Simplified Graphics Pipeline Application Vertex batching & assembly Triangle assembly Triangle clipping NDC to window space Triangle rasterization Fragment shading Depth testing Depth buffer Color update Framebuffer University of Texas at Austin CS354 - Computer Graphics Don Fussell

A few more steps expanded Application Vertex batching & assembly Vertex transformation User defined clipping Lighting Triangle assembly Texture coordinate generation View frustum clipping Perspective divide NDC to window space Back face culling Triangle rasterization Fragment shading Depth testing Depth buffer Color update Framebuffer University of Texas at Austin CS354 - Computer Graphics Don Fussell

Conceptual Vertex Transformation glVertex* API commands object-space coordinates (xo,yo,zo,wo) Modelview matrix eye-space coordinates (xe,ye,ze,we) (xe,ye,ze,we) User-defined clip planes clipped eye-space coordinates (xe,ye,ze,we) Projection matrix clip-space coordinates (xc,yc,zc,wc) View-frustum clip planes clipped clip-space coordinates (xc,yc,zc,wc) Perspective division normalized device coordinates (NDC) (xn,yn,zn,1/wc) Viewport Depth Range transformation University of Texas at Austin window-space coordinates (xw,yw,zw,1/wc) CS354 - Computer Graphics to primitive rasterization Don Fussell

Eye Coordinates (not NDC) Y -X -Z direction “looking into the screen” X Z direction “poking out of the screen” -Y University of Texas at Austin CS354 - Computer Graphics Don Fussell

Planar Geometric Projections Standard projections project onto a plane Projectors are lines that either converge at a center of projection are parallel Such projections preserve lines but not necessarily angles Nonplanar projections are needed for applications such as map construction University of Texas at Austin CS354 - Computer Graphics Don Fussell

Classical Projections University of Texas at Austin CS354 - Computer Graphics Don Fussell

Perspective vs Parallel Computer graphics treats all projections the same and implements them with a single pipeline Classical viewing developed different techniques for drawing each type of projection Fundamental distinction is between parallel and perspective viewing even though mathematically parallel viewing is the limit of perspective viewing University of Texas at Austin CS354 - Computer Graphics Don Fussell

Taxonomy of Projections planar geometric projections parallel perspective 1 point multiview axonometric oblique orthographic isometric dimetric 2 point trimetric University of Texas at Austin CS354 - Computer Graphics Don Fussell 3 point

Parallel Projection University of Texas at Austin CS354 - Computer Graphics Don Fussell

Perspective Projection University of Texas at Austin CS354 - Computer Graphics Don Fussell

Orthographic Projection Projectors are orthogonal to projection surface University of Texas at Austin CS354 - Computer Graphics Don Fussell

Multiview Orthographic Projection Projection plane parallel to principal face Usually form front, top, side views isometric (not multiview orthographic view) front in CAD and architecture, we often display three multiviews plus isometric side top University of Texas at Austin CS354 - Computer Graphics Don Fussell

Advantages and Disadvantages Preserves both distances and angles Shapes preserved Can be used for measurements Building plans Manuals Cannot see what object really looks like because many surfaces hidden from view Often we add the isometric University of Texas at Austin CS354 - Computer Graphics Don Fussell

Projections and Normalization The default projection in the eye (camera) frame is orthogonal For points within the default view volume xp x yp y zp 0 Most graphics systems use view normalization All other views are converted to the default view by transformations that determine the projection matrix Allows use of the same pipeline for all views University of Texas at Austin CS354 - Computer Graphics Don Fussell

Default Projection Default projection is orthographic clipped out 2 z 0 University of Texas at Austin CS354 - Computer Graphics Don Fussell

Orthogonal Normalization glOrtho(left,right,bottom,top,near,far) normalization find transformation to convert specified clipping volume to default University of Texas at Austin CS354 - Computer Graphics Don Fussell

OpenGL Orthogonal Viewing glOrtho(left,right,bottom,top,near,far) near and far measured from camera University of Texas at Austin CS354 - Computer Graphics Don Fussell

Homogeneous Representation default orthographic projection xp x yp y zp 0 wp 1 pp Mp &1 0 M 0 %0 0 1 0 0 0 0 0 0 0# 0!! 0! ! 1" In practice, we can let M I and set the z term to zero later University of Texas at Austin CS354 - Computer Graphics Don Fussell

Orthographic Eye to NDC Two steps Move center to origin T(-(left right)/2, -(bottom top)/2,-(near far)/2)) Scale to have sides of length 2 S(2/(left-right),2/(top-bottom),2/(near-far)) P ST " 2 right left 0 0 0 # University of Texas at Austin 0 0 2 top bottom 0 0 2 near far 0 0 CS354 - Computer Graphics % ' ' top bottom ' ' top bottom ' far near ' ' far near ' ' 1 & right left right left Don Fussell

Orthographic Transform Prototype glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near, GLdouble far) Post-concatenates an orthographic matrix 2 r l 0 0 0 0 0 2 t b 0 0 0 2 f n 0 r l r l t b t b f n f n 1 University of Texas at Austin CS354 - Computer Graphics Don Fussell

glOrtho Example Consider glLoadIdentity(); glOrtho(-20, 30, 10, 60, 15, -25) -Z axis left -20, right 30, bottom 10, top 50, near 15, far -25 Matrix 2 r l 0 0 0 0 0 2 t b 0 0 0 2 f n 0 r l r l t b t b f n f n 1 University of Texas at Austin 1 25 0 0 0 0 0 1 20 0 0 0 CS354 - Computer Graphics 1 20 0 1 5 3 2 1 4 1 Don Fussell

Axonometric Projections Allow projection plane to move relative to object classify by how many angles of a corner of a projected cube are the same θ1 none: trimetric θ2 θ3 two: dimetric three: isometric University of Texas at Austin CS354 - Computer Graphics Don Fussell

Types of Axonometric Projections University of Texas at Austin CS354 - Computer Graphics Don Fussell

Advantages and Disadvantages Lines are scaled (foreshortened) but can find scaling factors Lines preserved but angles are not Projection of a circle in a plane not parallel to the projection plane is an ellipse Can see three principal faces of a box-like object Some optical illusions possible Parallel lines appear to diverge Does not look real because far objects are scaled the same as near objects Used in CAD applications University of Texas at Austin CS354 - Computer Graphics Don Fussell

Oblique Projection Arbitrary relationship between projectors and projection plane University of Texas at Austin CS354 - Computer Graphics Don Fussell

Advantages and Disadvantages Can pick the angles to emphasize a particular face Architecture: plan oblique, elevation oblique Angles in faces parallel to projection plane are preserved while we can still see “around” side In physical world, cannot create with simple camera; possible with bellows camera or special lens (architectural) University of Texas at Austin CS354 - Computer Graphics Don Fussell

Perspective Projection Projectors coverge at center of projection University of Texas at Austin CS354 - Computer Graphics Don Fussell

Vanishing Points Parallel lines (not parallel to the projection plan) on the object converge at a single point in the projection (the vanishing point) Drawing simple perspectives by hand uses these vanishing point(s) vanishing point University of Texas at Austin CS354 - Computer Graphics Don Fussell

Three-Point Perspective No principal face parallel to projection plane Three vanishing points for cube University of Texas at Austin CS354 - Computer Graphics Don Fussell

Two-Point Perspective On principal direction parallel to projection plane Two vanishing points for cube University of Texas at Austin CS354 - Computer Graphics Don Fussell

One-Point Perspective One principal face parallel to projection plane One vanishing point for cube University of Texas at Austin CS354 - Computer Graphics Don Fussell

Perspective in Art History University of Texas at Austin 33 Don Fussell 1482] [Pietro Perugino, CS354 - Computer Graphics

Perspective in Art History 34 Vanishing point University of Texas at Austin Don Fussell 1482] [Pietro Perugino, CS354 - Computer Graphics

35 Humanist Analysis of Perspective [Albrecht Dürer, 1471] University of Texas at Austin CS354 - Computer Graphics Don Fussell

Advantages and Disadvantages Objects further from viewer are projected smaller than the same sized objects closer to the viewer (diminution) Looks realistic Equal distances along a line are not projected into equal distances (nonuniform foreshortening) Angles preserved only in planes parallel to the projection plane More difficult to construct by hand than parallel projections (but not more difficult by computer) University of Texas at Austin CS354 - Computer Graphics Don Fussell

1-, 2-, and 3-point Perspective A 4x4 matrix can represent 1, 2, or 3 vanishing points As well as zero for orthographic views 3-point perspective 1-point perspective 2-point perspective University of Texas at Austin CS354 - Computer Graphics Don Fussell

Simple Perspective Center of projection at the origin Projection plane z d, d 0 University of Texas at Austin CS354 - Computer Graphics Don Fussell

Perspective Equations Consider top and side views x z/d xp x z/d yp y z/d University of Texas at Austin zp d CS354 - Computer Graphics Don Fussell

Homogeneous Form &1 0 M consider q Mp where 0 %0 q & x# y! ! z! ! %1 " University of Texas at Austin p 0 0 1 0 0 1 0 1/ d 0# 0!! 0! ! 0" & x # y ! ! z ! ! %z / d " CS354 - Computer Graphics Don Fussell

OpenGL Perspective glFrustum(left,right,bottom,top,near,far) University of Texas at Austin CS354 - Computer Graphics Don Fussell

Simple Perspective Consider a simple perspective with the COP at the origin, the near clipping plane at z -1, and a 90 degree field of view determined by the planes x z, y z University of Texas at Austin CS354 - Computer Graphics Don Fussell

Simple Eye to NDC " N # % ' ' ' ' 0 0 1 0 & 1 0 0 1 0 0 0 0 α 0 0 β after perspective division, the point (x, y, z, 1) goes to x’ x/z y’ y/z z’ -(α β/z) which projects orthogonally to the desired point regardless of α and β University of Texas at Austin CS354 - Computer Graphics Don Fussell

Picking α and β If we pick near far α far near 2near far β near far the near plane is mapped to z -1 the far plane is mapped to z 1 and the sides are mapped to x 1, y 1 If we start from the simple eye frustum, we end up with the NDC clipping cube University of Texas at Austin CS354 - Computer Graphics Don Fussell

Normalization Transformation distorted object projects correctly original clipping volume original object University of Texas at Austin new clipping volume CS354 - Computer Graphics Don Fussell

Frustum Transform Prototype glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near, GLdouble far) Post-concatenates a frustum matrix 2n r l 0 0 0 0 2n t b 0 0 r l r l t b t b ( f n) f n 1 0 0 2 fn f n 0 University of Texas at Austin CS354 - Computer Graphics Don Fussell

glFrustum Matrix Projection specification 5 glLoadIdentity(); glFrustum(-4, 4, -3, 3, 5, 80) 80 -Z axis left -4, right 4, bottom -3, top 3, near 5, far 80 symmetric left/right & top/bottom so zero Matrix 2n r l 0 0 0 0 2n t b 0 0 r l r l t b t b ( f n) f n 1 0 0 2 fn f n 0 University of Texas at Austin 5 4 0 0 0 0 0 5 3 0 0 0 CS354 - Computer Graphics 85 75 1 0 0 800 75 0 Don Fussell

48 glFrustum Example Consider glLoadIdentity(); glFrustum(-30, 30, -20, 20, 1, 1000) -Z axis left -30, right 30, bottom -20, top 20, near 1, far 1000 Matrix 2n r l 0 0 0 0 2n t b 0 0 symmetric left/right & top/bottom so zero r l r l t b t b ( f n) f n 1 0 0 2 fn f n 0 University of Texas at Austin 1 30 0 0 0 0 1 20 0 0 CS354 - Computer Graphics 0 0 1001 2000 999 999 1 0 0 Don Fussell 0

glOrtho and glFrustum These OpenGL commands provide a parameterized transform mapping eye space into the “clip cube” Each command glOrtho is orthographic glFrustum is single-point perspective University of Texas at Austin CS354 - Computer Graphics Don Fussell

Next Lecture More viewing Transform from object to eye space University of Texas at Austin CS354 - Computer Graphics Don Fussell

Multiview Orthographic Projection Projection plane parallel to principal face Usually form front, top, side views isometric (not multiview orthographic view) front side top in CAD and architecture, we often display three multiviews plus isometric University of Texas at Austin CS354 - Computer Graphics Don Fussell . Advantages and Disadvantages .

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