parallel projection
TRANSCRIPT
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Objectives
• Introduce the classical views• Compare and contrast image formation by computer with how images have been formed by architects, artists, and engineers
• Learn the benefits and drawbacks of each type of view
• Introduce the mathematics of projection• Introduce OpenGL viewing functions• Look at alternate viewing APIs
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View
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We call the pictures for observing objects with different ways are views.
View results are related with the shape and size of scene objects, the position and direction of viewpoint.
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Classical Viewing
• Viewing requires three basic elements One or more objects A viewer with a projection surface Projectors that go from the object(s) to the projection
surface• Classical views are based on the relationship among
these elements The viewer picks up the object and orients it how she
would like to see it• Each object is assumed to constructed from flat
principal faces Buildings, polyhedra, manufactured objects
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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
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3D space
2D image
Projection
Z
Xp
YpWindow coordinate
Screen coordinate systemWorld coordinate system
Viewport
Window
Far plane
Near plane
Viewpoint
Image plane
Viewing Volume
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Classical Projections
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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
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Taxonomy of Planar Geometric Projections
parallel perspective
Axonometric multivieworthographic
oblique
Isometric Dimetric trimetric
2 point1 point 3 point
planar geometric projections
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Perspective Projection
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Parallel Projection
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Orthographic Projection
Projectors are orthogonal to projection surface
Arguably the simplest projectiono Image plane is perpendicular to one of the coordinate axes;o Project onto plane by dropping that coordinate; o All rays are parallel.
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Multiview Orthographic Projection
• Projection plane parallel to principal face• Usually form front, top, side views
isometric (not multivieworthographic view)
front
sidetop
in CAD and architecture, we often display three multiviews plus isometric
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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
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Axonometric Projections
Allow projection plane to move relative to object
classify by how many angles ofa corner of a projected cube are the same
none: trimetrictwo: dimetricthree: isometric
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Types of Axonometric Projections
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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
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Oblique Projection
Arbitrary relationship between projectors and projection plane
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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(波纹管相机 ) or special lens (architectural)
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Perspective Projection
Projectors converge at center of projection
Naturally we see things in perspectiveo Objects appear smaller the farther away they are;o Rays from view point are not parallel.
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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
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Three-Point Perspective
• No principal face parallel to projection plane• Three vanishing points for cube
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Two-Point Perspective
• On principal direction parallel to projection plane• Two vanishing points for cube
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One-Point Perspective
• One principal face parallel to projection plane• One vanishing point for cube
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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)
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Computer Viewing
•There are three aspects of the viewing process, all of which are implemented in the pipeline,
Positioning the camera• Setting the model-view matrix
Selecting a lens• Setting the projection matrix
Clipping• Setting the view volume
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The OpenGL Camera
• In OpenGL, initially the object and camera frames are the same
Default model-view matrix is an identity
•The camera is located at origin and points in the negative z direction
•OpenGL also specifies a default view volume that is a cube with sides of length 2 centered at the origin
Default projection matrix is an identity
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OpenGL code
•Remember that last transformation specified is first to be applied
glMatrixMode(GL_MODELVIEW)glLoadIdentity();glTranslatef(0.0, 0.0, -d);glRotatef(-90.0, 0.0, 1.0, 0.0);
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Default Projection
Default projection is orthogonal
clipped out
2
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Moving the Camera Frame
• If we want to visualize object with both positive and negative z values we can either
Move the camera in the positive z direction• Translate the camera frame
Move the objects in the negative z direction• Translate the world frame
•Both of these views are equivalent and are determined by the model-view matrix
- Want a translation (glTranslatef(0.0,0.0,-d);)- d > 0
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Moving Camera back from Origin
default frames
frames after translation by –d d > 0
glTranslatef(0.0,0.0,-d);
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Moving the Camera
•We can move the camera to any desired position by a sequence of rotations and translations
•Example: side view Rotate the camera Move it away from origin Model-view matrix C = TR
glTranslatef(0.0, 0.0, -d);glRotatef(-90.0, 0.0, 1.0, 0.0); Important!!!
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The LookAt Function
• The GLU library contains the function gluLookAt to form the required modelview matrix through a simple interface
• Note the need for setting an up direction• Still need to initialize
Can concatenate with modeling transformations• Example: isometric view of cube aligned with
axesglMatrixMode(GL_MODELVIEW):glLoadIdentity();gluLookAt(1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0., 1.0. 0.0);
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gluLookAtglLookAt(eyex, eyey, eyez, atx, aty, atz, upx, upy, upz)
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Other Viewing APIs
•The LookAt function is only one possible API for positioning the camera
•Others include View reference point, view plane normal, view
up (PHIGS, GKS-3D) Yaw偏转 , pitch倾斜 , roll侧滚 Elevation, azimuth, twist(仰角、方位角、扭转角) Direction angles
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Yaw, pitch, roll
侧滚 倾斜 偏转
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PHIGS, GKS-3D
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VPN & VUP
•VPN: Normal of projection face•One direction cannot decide the camera• Camera can rotate around the VPN;•+ VUP can decide the camera frame
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VUP
•Can not be parallel with Projection face.Project VUP to view plane get v.
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方位角
仰角
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OpenGL Orthogonal Viewing
void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near, GLdouble far);
near and far measured from camera
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OpenGL Perspective
void glFrustum(GLdouble left,GLdouble Right,GLdouble bottom,GLdouble top,GLdouble near,GLdouble far);
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Using Field of View
• With glFrustum it is often difficult to get the desired view
•void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar);
• often provides a better interface
aspect = w/h
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Projection Matrix
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,Q CConnecting We get line:
QC
CCQCP zz
zxxxx
)(
QC
CCQCP zz
zyyyy
)(
) , ,( QQQ zyxQ) , ,( CCC zyxC
0z y
z
x
)0 , ,( PP yxP
CQ
CP
CQ
CP
CQ
CP
zzzz
yyyy
xxxx
0Pz
Combining with image plane equation
Solving equations
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Projection Matrix
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We can get
Similarly
Substitute one point of 3D object into above, we can get the projection point on plane
QC
CCQCP zz
zxxxx
)(
) , ,( QQQ zyx0z) ,( PP yxP
fromQC
C
CQ
CP
zzz
xxxx
QC
CCQCP zz
zyyyy
)(
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Projection Matrix
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( ) C Q Q CCP C Q C
C Q C Q
x z x zzx x x xz z z z
( ) C Q Q CCP C Q C
C Q C Q
y z y zzy y y y
z z z z
1100
0000
Q
Q
Q
C
CC
CC
q
q
zyx
zyzxz
qyx
qyy
qxx
qP
qP
Homogeneous coordinate expression:
C Qq z z
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Normalization
•Rather than derive a different projection matrix for each type of projection, we can convert all projections to orthogonal projections with the default view volume
•This strategy allows us to use standard transformations in the pipeline and makes for efficient clipping
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Pipeline View
modelviewtransformation
projectiontransformation
perspective division
clipping projection
nonsingular4D 3D
against default cube 3D 2D
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Orthogonal Normalization
glOrtho(left,right,bottom,top,near,far)
normalization find transformation to convertspecified clipping volume to default
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Orthogonal Matrix
• 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))
2 0 0
20 0
20 0
0 0 0 1
right leftright left right left
top bottomtop bottom top bottom
far nearnear far far near
P = ST =
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Final Projection
• Set z =0 • Equivalent to the homogeneous coordinate
transformation
• Hence, general orthogonal projection in 4D is
1000000000100001
Morth =
P = MorthST
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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
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Perspective Matrices
Simple projection matrix in homogeneous coordinates
Note that this matrix is independent of the far clipping plane
0100010000100001
M =
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Generalization
0100βα0000100001
N =
after perspective division, the point (x, y, z, 1) goes to
x’’ = x/zy’’ = y/zz’’ = -(+/z)
which projects orthogonally to the desired point regardless of and
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Picking and
If we pick
=
=
nearfarfarnear
farnearfarnear2
the near plane is mapped to z = -1the far plane is mapped to z =1and the sides are mapped to x = 1, y = 1
Hence the new clipping volume is the default clipping volume
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Normalization Transformation
original clipping volume
original object new clipping volume
distorted objectprojects correctly
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Projection Matrix
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Summary
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Perspective Projection and Parallel Projection• Parallel projection – orthographics projectionInfinite viewpointProjection rays are parallelProjection has the same size of original objectApplications: architecture, computer aided design, etc• Perspective projectionFinite viewpointConverging projection point: center of projectionObjects appear smaller the father away they areApplications: animation, visual simulation, etc
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Demo
• glViewport(0,0,Width,Height); • glMatrixMode(GL_PROJECTION);• glLoadIdentity();• gluPerspective• ( 45.0f, • (GLfloat)Width/(GLfloat)Height,• 0.1f,• 3000.0f• );