Introduction to 3D Computer Graphics and Virtual Reality McConnell text.

Slides:



Advertisements
Similar presentations
Today Composing transformations 3D Transformations
Advertisements

Defining the Viewing Coordinate System
MAT 594CM S2010Fundamentals of Spatial ComputingAngus Forbes Overview Goals of the course: 1. to introduce real-time 3D graphics programming with openGL.
Three Dimensional Viewing
3D Graphics Rendering and Terrain Modeling
Chapter 2: Time and Space Lecturer: Norhayati Mohd Amin.
Getting Started with Computer Graphics A Short History of Computer Graphics Section 1 : Introduction Section 2 : The Graphics Rendering Pipeline Section.
CS 4363/6353 INTRODUCTION TO COMPUTER GRAPHICS. WHAT YOU’LL SEE Interactive 3D computer graphics Real-time 2D, but mostly 3D OpenGL C/C++ (if you don’t.
INTRODUCTION. Painting with numbers! Aspects Modeling Rendering Animation.
HCI 530 : Seminar (HCI) Damian Schofield.
CS 352: Computer Graphics Chapter 5: Viewing. Interactive Computer GraphicsChapter Overview Specifying the viewpoint Specifying the projection Types.
Introduction to constructive graphics Basic ideas - Coordinate systems - Graphics viewing pipeline.
3-D Geometry.
Computer Graphics using OpenGL, 3 rd Edition F. S. Hill, Jr. and S. Kelley Chapter Vector Tools for Graphics.
Graphics Systems I-Chen Lin’s CG slides, Doug James’s CG slides Angel, Interactive Computer Graphics, Chap 1 Introduction to Graphics Pipeline.
CHAPTER 7 Viewing and Transformations © 2008 Cengage Learning EMEA.
Computer Animation Rick Parent Computer Animation Algorithms and Techniques Technical Background.
Introduction to 3D Graphics John E. Laird. Basic Issues u Given a internal model of a 3D world, with textures and light sources how do you project it.
Definitions Examples of a Vector and a Scalar More Definitions
3D Concepts Coordinate Systems Coordinates specify points in space 3D coords commonly use X, Y, & Z A vertex is a 'corner' of an object Different coordinate.
CHS Physics Multiplying Vectors. Three Possibilities 1. Multiplying a Vector by a Scalar 2. Multiplying Vector by a Vector 1. Scalar Product 2. Vector.
Getting started © juhanita2015.
1 Perception, Illusion and VR HNRS 299, Spring 2008 Lecture 19 Other Graphics Considerations Review.
CSE 381 – Advanced Game Programming 3D Mathematics
Basic graphics. ReviewReview Viewing Process, Window and viewport, World, normalized and device coordinates Input and output primitives and their attributes.
CS 450: Computer Graphics REVIEW: OVERVIEW OF POLYGONS
1 Perception and VR MONT 104S, Spring 2008 Lecture 22 Other Graphics Considerations Review.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
3D Objects Subject:T0934 / Multimedia Programming Foundation Session:12 Tahun:2009 Versi:1/0.
I-1 Steps of Image Generation –Create a model of the objects –Create a model for the illumination of the objects –Create an image (render) the result I.
Rujchai Ung-arunyawee Department of Computer Engineering Khon Kaen University.
Week 2 - Wednesday CS361.
Computer Graphics World, View and Projection Matrices CO2409 Computer Graphics Week 8.
Buffers Textures and more Rendering Paul Taylor & Barry La Trobe University 2009.
CS 450: COMPUTER GRAPHICS REVIEW: INTRODUCTION TO COMPUTER GRAPHICS – PART 2 SPRING 2015 DR. MICHAEL J. REALE.
Computer Graphics Through OpenGL: From Theory to Experiments, Second Edition Chapter 2.
CAP4730: Computational Structures in Computer Graphics 3D Transformations.
Learning Unity. Getting Unity
10/3/02 (c) 2002 University of Wisconsin, CS 559 Last Time 2D Coordinate systems and transformations.
The Rendering Pipeline CS 445/645 Introduction to Computer Graphics David Luebke, Spring 2003.
Programming 3D Applications CE Displaying Computer Graphics Week 3 Lecture 5 Bob Hobbs Faculty of Computing, Engineering and Technology Staffordshire.
1 Perception and VR MONT 104S, Fall 2008 Lecture 21 More Graphics for VR.
Computer Graphics Basic 3D Geometry CO2409 Computer Graphics Week 5-1.
Basic 3D Concepts. Overview 1.Coordinate systems 2.Transformations 3.Projection 4.Rasterization.
CS 325 Introduction to Computer Graphics 03 / 29 / 2010 Instructor: Michael Eckmann.
Vertices, Edges and Faces By Jordan Diamond. Vertices In geometry, a vertices is a special kind of point which describes the corners or intersections.
Jinxiang Chai CSCE 441 Computer Graphics 3-D Viewing 0.
2/19/04© University of Wisconsin, CS559 Spring 2004 Last Time Painterly rendering 2D Transformations –Transformations as coordinate system changes –Transformations.
12/24/2015 A.Aruna/Assistant professor/IT/SNSCE 1.
Navigating in 3D MAX CTEC V part 1. Viewing Objects and/or Scenes Depending upon the software program, the image on the monitor could be a Perspective.
Vectors in Two Dimensions. VECTOR REPRESENTATION A vector represents those physical quantities such as velocity that have both a magnitude and a direction.
Rendering Pipeline Fall, D Polygon Rendering Many applications use rendering of 3D polygons with direct illumination.
3-D Transformational Geometry CS418 Computer Graphics John C. Hart.
컴퓨터 그래픽스 Real-time Rendering 1. Introduction.
Honours Graphics 2008 Session 2. Today’s focus Vectors, matrices and associated math Transformations and concatenation 3D space.
Coordinate Systems Lecture 1 Fri, Sep 2, The Coordinate Systems The points we create are transformed through a series of coordinate systems before.
Design Visualization Software Introduction / Review.
Outline 3D Viewing Required readings: HB 10-1 to 10-10
COMPUTER GRAPHICS AND LINEAR ALGEBRA AN INTRODUCTION.
3D Ojbects: Transformations and Modeling. Matrix Operations Matrices have dimensions: Vectors can be thought of as matrices: v=[2,3,4,1] is a 1x4 matrix.
Spring 2006 G5BAGR – Advanced Computer Graphics
Rendering Pipeline Fall, 2015.
- Introduction - Graphics Pipeline
Math Fundamentals Maths revisit.
Intro to 3D Graphics.
CSCE 441 Computer Graphics 3-D Viewing
Modeling 101 For the moment assume that all geometry consists of points, lines and faces Line: A segment between two endpoints Face: A planar area bounded.
3D Graphics Rendering PPT By Ricardo Veguilla.
CENG 477 Introduction to Computer Graphics
The Graphics Rendering Pipeline
Presentation transcript:

Introduction to 3D Computer Graphics and Virtual Reality McConnell text

Vectors Vectors have direction and magnitude – generally given in terms of three coordinates and hence the representation is an arrow from the origin to that point Vectors are important for viewpoint, orientation, scaling, rotating and other transformations (3,1,1)

Vectors (con’t) Length: ||v||= Addition, scalar multiplication Dot product: Cross-product: vector that is perpendicular to both Courtesy Wikipedia for symbols

Camera Point of view of a camera; viewpoint Clipping window is the part of the scene that is visible View direction What is up?

Coordinate Systems 3D coordinate system – right or left handed (curl fingers from pos X-axis to pos Y-axis: thumb points pos Z)– Virtools is left-handed, Processing is left-handed, but the y axes (and hence the z axes) point in opposite directions X Virtools Processing Z Y 2D screen coordinate system: X Z Y X Y

Coordinate System: 3D Environments Most 3D environments have at least two coordinate systems: a world coordinate system and a local coordinate system for each object (sometimes parts of objects) The world coordinate system does not change The local coordinate system is generally located in the “middle” or in a corner of the object and is set in the 3D modeling program.

Coordinate Systems (con’t) Clipping window is the visible area of the 3D scene (it is 2D)- window through which you look Viewport is where on the screen (also 2D) the visible scene appears; uses the coordinate system of the screen The viewport and the clipping window may be different sizes, in which case there is stretching or squishing Aspect ratio= width/height- easier if both clipping window and viewport have same

Interplay of 2D and 3D systems There are often 2D objects (buttons, interfaces, screen text) – these are in the 2D system 3D objects must actually be rendered on the screen so they ultimately end up with 2D coordinates This projection onto the screen must take into account the z-position of objects, as well as perspective

Orientation Objects in a 3D world have spatial location (position) and orientation Orientation is given in many different forms: pitch, roll, yaw or Euler angles (around each axis); quaternions In Processing can rotate in 2D or in 3D around the axes In the Virtools setup Euler angles are used for orientation

Object Representation 3D objects are represented with meshes; points that are joined together in convex, planar polygons (faces); typically these polygons are triangles because then there is assurance that they will be planar The set of points forms the mesh Each face of the mesh may have a material associated with it; these materials can be textures and/or colors Details (and realism) increase with the numbers of polygons

Point Representation These representations allow for algorithms for calculation of intersections, collisions, positioning Also have algorithms to find which objects are in front, partial view, occlusion For speed, objects can be surrounded by a bounding box – allows quick calculation of intersections

Graphics Pipeline Model the individual objects (color, transformations, realism, where located) and together they constitute a scene Render the scene (lights, shading, camera, etc.) in an image Display the image as output If in a virtual environment have real-time, interaction and navigation