Professional Documents
Culture Documents
Graphics
5. Viewing in 3D (A)
Textbook: Hearn and Baker, Computer Graphics, 3rd Ed., Prentice Hall
Ref: E.Angel, Interactive Computer Graphics, 4th Ed., Addison Wesley
Outline
{
Classical views
Computer viewing
Projection matrices
Classical Viewing
{
Classical Projections
Perspective vs Parallel
{
parallel
multiview
axonometric
orthographic
isometric
dimetric
perspective
1 point
oblique
trimetric
2 point
3 point
Perspective Projection
Parallel Projection
Orthographic Projection
{
front
side
Shapes preserved
Can be used for measurements
Building plans
{ Manuals
{
Axonometric Projections
{
Oblique Projection
{
Perspective Projection
{
Vanishing Points
{
vanishing point
Three-Point Perspective
{
Two-Point Perspective
{
One-Point Perspective
{
Diminution:
z
Nonuniform foreshortening:
z
Computer Viewing
Pipeline View
MC
Modeling
Modeling
Transformation
Transformation
Projection
Projection
Transformation
Transformation
PC
WC
Viewing
Viewing
Transformation
Transformation
Normalization
Normalization
and
and
clipping
clipping
NC
VC
Viewport
Viewport
Transformation
Transformation
DC
Computer Viewing
{
Selecting a lens
{
Clipping
{
gluLookAt
{
xp = x
yp = y
zp = 0
Homogeneous Coordinate
Representation
default orthographic projection
{ xp
=x
{ yp = y
{ zp = 0
{ wp = 1
pp = Mp
1
0
M=
0
0
1
0
0
0
0
0
0
0
0
0
Simple Perspective
{
{
Perspective Equations
Top view
Side view
x
z/d
xp =
x
z/d
yp =
y
z/d
zp = d
p=
x
y
z
1
1
0
M=
0
q=
1
0
0
1
0 1/ d
x
y
z / d
0
0
0
Perspective Division
{
x
z/d
yp =
y
z/d
zp = d
Viewport Transformation
{
(0,0)
(0,0)
(-1,-1)
(600,600)