1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Computer Viewing Isaac Gang University of Mary Hardin-Baylor.

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Presentation transcript:

1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Computer Viewing Isaac Gang University of Mary Hardin-Baylor

2 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Objectives Introduce the mathematics of projection Introduce OpenGL viewing functions Look at alternate viewing APIs

3 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 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

4 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 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

5 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Default Projection Default projection is orthogonal clipped out z=0 2

6 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 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 ( Translate(0.0,0.0,-d); ) ­d > 0

7 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Moving Camera back from Origin default frames frames after translation by –d d > 0

8 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 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

9 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 OpenGL code Remember that last transformation specified is first to be applied // Using mat.h mat4 t = Translate (0.0, 0.0, -d); mat4 ry = RotateY(90.0); mat4 m = t*ry;

10 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 The LookAt Function The GLU library contained the function gluLookAt to form the required modelview matrix through a simple interface Note the need for setting an up direction Replaced by LookAt() in mat.h ­Can concatenate with modeling transformations Example: isometric view of cube aligned with axes mat4 mv = LookAt(vec4 eye, vec4 at, vec4 up);

11 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 gluLookAt LookAt(eye, at, up)

12 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 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, pitch, roll ­Elevation, azimuth, twist ­Direction angles

13 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Projections and Normalization The default projection in the eye (camera) frame is orthogonal For points within the default view volume 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 x p = x y p = y z p = 0

14 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Homogeneous Coordinate Representation x p = x y p = y z p = 0 w p = 1 p p = Mp M = In practice, we can let M = I and set the z term to zero later default orthographic projection

15 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Simple Perspective Center of projection at the origin Projection plane z = d, d < 0

16 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Perspective Equations Consider top and side views x p =y p = z p = d

17 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Homogeneous Coordinate Form M = consider q = Mp where q =  p =

18 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Perspective Division However w  1, so we must divide by w to return from homogeneous coordinates This perspective division yields the desired perspective equations We will consider the corresponding clipping volume with mat.h functions that are equivalent to deprecated OpenGL functions x p =y p = z p = d

19 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 OpenGL Orthogonal Viewing Ortho(left,right,bottom,top,near,far) near and far measured from camera

20 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 OpenGL Perspective Frustum(left,right,bottom,top,near,far)

21 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Using Field of View With Frustum it is often difficult to get the desired view Perpective(fovy, aspect, near, far) often provides a better interface aspect = w/h front plane