College of Computer and Information Science, Northeastern UniversityOctober 18, 20151 CS5310 Graduate Computer Graphics Prof. Harriet Fell Spring 2011.

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Presentation transcript:

College of Computer and Information Science, Northeastern UniversityOctober 18, CS5310 Graduate Computer Graphics Prof. Harriet Fell Spring 2011 Lecture 3 – February 2, 2011

College of Computer and Information Science, Northeastern UniversityOctober 18, Today’s Topics From 3D to 2D 2 Dimensional Viewing Transformation Viewing – from Shirley et al. Chapter 7 Recursive Ray Tracing  Reflection  Refraction

Scene is from my photo of Estes Park – Harriet Fell Kitchen window from

(-1, -1) (1, 1)

College of Computer and Information Science, Northeastern UniversityOctober 18, from a 3D World to a 2D Screen When we define an image in some world coordinate system, to display that image we must somehow map the image to the physical output device. 1.Project 3D world down to a 2D window (WDC). 2.Transform WDC to a Normalized Device Coordinates Viewport (NDC). 3.Transform (NDC) to 2D physical device coordinates (PDC).

College of Computer and Information Science, Northeastern UniversityOctober 18, Dimensional Viewing Transformation Window  Example: Want to plot x vs. cos(x) for x between 0.0 and 2Pi. The values of cos x will be between -1.0 and So we want the window as shown here.

College of Computer and Information Science, Northeastern UniversityOctober 18, D Viewing Transformation World Viewport Device

College of Computer and Information Science, Northeastern UniversityOctober 18, (3,2) (0,0) (0,3) Pixel Coordinates y x x = -0.5 y = 4.5 y = x = 4.5

College of Computer and Information Science, Northeastern UniversityOctober 18, y x (-1,1) (1,-1) reflect Canonical View to Pixels y x (-1,-1) (1,1) x (-n x /2,n y /2) y (n x /2,-n y /2) scale y x (-0.5, n y --0.5) (n x -0.5, -0.5) translate

College of Computer and Information Science, Northeastern UniversityOctober 18, D Rectangle to Rectangle ( a, b ) ( c, d ) w1w1 w2w2 h1h1 h2h2 T (-a, -b) S (w 2 /w 1, h 2 /h 1 ) T (c, d) ( 0, 0 )

College of Computer and Information Science, Northeastern UniversityOctober 18, Canonical View Volume (-1,-1,-1) (1,1,1) x y z

College of Computer and Information Science, Northeastern UniversityOctober 18, Orthographic Projection ( l,b,n ) ( r,t,f ) x y z left bottom near right top far

College of Computer and Information Science, Northeastern UniversityOctober 18, Orthographic Projection Math

College of Computer and Information Science, Northeastern UniversityOctober 18, Orthographic Projection Math

College of Computer and Information Science, Northeastern UniversityOctober 18, Arbitrary View Positions g aze t he view-up e ye w = -g ||g|| u = t x w ||t x w|| v = w x u

College of Computer and Information Science, Northeastern UniversityOctober 18, Arbitrary Position Geometry e v u w (u=r,v=t,w=f) (u=l,v=b,w=n) o z y x

College of Computer and Information Science, Northeastern UniversityOctober 18, Arbitrary Position Transformation Move e to the origin and align (u, v, w) with (x, y, z). Compute M = M o M v. For each line segment (a,b) p = Ma, q = Mb, drawline(p,q).

College of Computer and Information Science, Northeastern UniversityOctober 18, Perspective Projection ( l,b,n ) ( r,t,f ) x y z

College of Computer and Information Science, Northeastern UniversityOctober 18, Lines to Lines

College of Computer and Information Science, Northeastern UniversityOctober 18, Perspective Geometry g View plane y ysys n z y s = (n/z)y e

College of Computer and Information Science, Northeastern UniversityOctober 18, Perspective Transformation The perspective transformation should take Where p(n) = n p(f) = f and n  z 1 > z 2  f implies p(z 1 ) > p(z 2 ). P(z) = n + f – fn/z satisfies these requirements.

College of Computer and Information Science, Northeastern UniversityOctober 18, Perspective Transformation is not a linear transformation. is a linear transformation.

College of Computer and Information Science, Northeastern UniversityOctober 18, The Whole Truth about Homogeneous Coordinates A point in 2-space corresponds to a line through the origin in 3-space minus the origin itself. A point in 3-space corresponds to a line through the origin in 4-space minus the origin itself.

College of Computer and Information Science, Northeastern UniversityOctober 18, Homogenize

College of Computer and Information Science, Northeastern UniversityOctober 18, Perspective Transformation Matrix Compute M = M o M p M v. For each line segment (a,b) p = Ma, q = Mb, drawline(homogenize(p), homogenize ( q)).

College of Computer and Information Science, Northeastern UniversityOctober 18, Viewing for Ray-Tracing Simplest Views (0, 0, 0) (wd, ht, 0) screen (wd/s, ht/2, d)

A Viewing System for Ray-Tracing g aze e ye near distance = |g| (e x, e y, e z ) = w h perp (w/2, h/2, n) (0, 0, 0) (w, h, 0) |p|j -nk-nk You need a transformation that sends (e x, e y, e z ) to (w/2, h/2, n) g to –nk p to |p|j

College of Computer and Information Science, Northeastern UniversityOctober 18, Time for a Break

College of Computer and Information Science, Northeastern UniversityOctober 18, Recursive Ray Tracing Adventures of the 7 Rays - Watt Specular Highlight on Outside of Shere

College of Computer and Information Science, Northeastern UniversityOctober 18, Adventures of the 7 Rays - Watt Specular Highlight on Inside of Sphere Recursive Ray Tracing

College of Computer and Information Science, Northeastern UniversityOctober 18, Adventures of the 7 Rays - Watt Reflection and Refraction of Checkerboard Recursive Ray Tracing

College of Computer and Information Science, Northeastern UniversityOctober 18, Adventures of the 7 Rays - Watt Refraction Hitting Background Recursive Ray Tracing

College of Computer and Information Science, Northeastern UniversityOctober 18, Adventures of the 7 Rays - Watt Local Diffuse Plus Reflection from Checkerboard Recursive Ray Tracing

College of Computer and Information Science, Northeastern UniversityOctober 18, Adventures of the 7 Rays - Watt Local Diffuse in Complete Shadow Recursive Ray Tracing

College of Computer and Information Science, Northeastern UniversityOctober 18, Adventures of the 7 Rays - Watt Local Diffuse in Shadow from Transparent Sphere Recursive Ray Tracing

College of Computer and Information Science, Northeastern UniversityOctober 18, Recursive Ray-Tracing How do we know which rays to follow? How do we compute those rays? How do we organize code so we can follow all those different rays?

select center of projection(cp) and window on view plane; for (each scan line in the image ) { for (each pixel in scan line ) { determine ray from the cp through the pixel; pixel = RT_trace(ray, 1);}} // intersect ray with objects; compute shade at closest intersection // depth is current depth in ray tree RT_color RT_trace (RT_ray ray; int depth){ determine closest intersection of ray with an object; if (object hit) { compute normal at intersection; return RT_shade (closest object hit, ray, intersection, normal, depth);} else return BACKGROUND_VALUE; }

// Compute shade at point on object, // tracing rays for shadows, reflection, refraction. RT_color RT_shade ( RT_object object,// Object intersected RT_ray ray,// Incident ray RT_point point,// Point of intersection to shade RT_normal normal,// Normal at point int depth )// Depth in ray tree { RT_color color; // Color of ray RT_ray rRay, tRay, sRay;// Reflected, refracted, and shadow ray color = ambient term ; for ( each light ) { sRay = ray from point to light ; if ( dot product of normal and direction to light is positive ){ compute how much light is blocked by opaque and transparent surfaces, and use to scale diffuse and specular terms before adding them to color;}}

if ( depth < maxDepth ) {// return if depth is too deep if ( object is reflective ) { rRay = ray in reflection direction from point; rColor = RT_trace(rRay, depth + 1); scale rColor by specular coefficient and add to color; } if ( object is transparent ) { tRay = ray in refraction direction from point; if ( total internal reflection does not occur ) { tColor = RT_trace(tRay, depth + 1); scale tColor by transmission coefficient and add to color; } return color;// Return the color of the ray }

College of Computer and Information Science, Northeastern UniversityOctober 18, Computing R V N R   V R V+R V + R = (2 V  N) N R = (2 V  N) N - V VNVN VNVN

College of Computer and Information Science, Northeastern UniversityOctober 18, Reflections, no Highlight

College of Computer and Information Science, Northeastern UniversityOctober 18, Second Order Reflection

College of Computer and Information Science, Northeastern UniversityOctober 18, Refelction with Highlight

College of Computer and Information Science, Northeastern UniversityOctober 18, Nine Red Balls

College of Computer and Information Science, Northeastern UniversityOctober 18, Refraction N -N I T TT II

College of Computer and Information Science, Northeastern UniversityOctober 18, Refraction and Wavelength N -N I T TT II

College of Computer and Information Science, Northeastern UniversityOctober 18, Computing T N -N I M T TT II sin(  I ) cos(  I ) I = - sin(  I )M + cos(  I )N T = sin(  T )M - cos(  T )N How do we compute M, sin(  T ), and cos(  T )? We look at this in more detail

College of Computer and Information Science, Northeastern UniversityOctober 18, Computing T -N T TT II x sin(  T ) cos(  T )

Computing T -N T TT II = x sin(  T ) cos(  T ) II I Parallel to I

College of Computer and Information Science, Northeastern UniversityOctober 18, Total Internal Reflection When is cos(  T ) defined? Then there is no transmitting ray and we have total internal reflection.

College of Computer and Information Science, Northeastern UniversityOctober 18, Index of Refraction The speed of all electromagnetic radiation in vacuum is the same, approximately 3×108 meters per second, and is denoted by c. Therefore, if v is the phase velocity of radiation of a specific frequency in a specific material, the refractive index is given byphase velocity

College of Computer and Information Science, Northeastern UniversityOctober 18, Indices of Refraction Material  at λ=589.3 nm vacuum1 (exactly) helium air at STP water ice1.31 liquid water (20°C)1.333 ethanol1.36 glycerine rock salt1.516 glass (typical)1.5 to 1.9 cubic zirconia2.15 to 2.18 diamond

College of Computer and Information Science, Northeastern UniversityOctober 18, One Glass Sphere

College of Computer and Information Science, Northeastern UniversityOctober 18, Five Glass Balls

College of Computer and Information Science, Northeastern UniversityOctober 18, A Familiar Scene

College of Computer and Information Science, Northeastern UniversityOctober 18, Bubble

College of Computer and Information Science, Northeastern UniversityOctober 18, Milky Sphere

College of Computer and Information Science, Northeastern UniversityOctober 18, Lens - Carl Andrews 1999