Computer Graphics Viewing. Tobias IsenbergComputer Graphics – IIa 2007/2008 Overview rendering pipeline: process from model to final image viewing: –model-view.

Slides:



Advertisements
Similar presentations
COMPUTER GRAPHICS SOFTWARE.
Advertisements

Graphics Pipeline.
Computer Graphic Creator: Mohsen Asghari Session 2 Fall 2014.
3D Graphics Rendering and Terrain Modeling
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.
Advanced Graphics, Overview Advanced Computer Graphics Overview.
Projection Matrices CS4395: Computer Graphics 1 Mohan Sridharan Based on slides created by Edward Angel.
Part I: Basics of Computer Graphics Viewing Transformation and Coordinate Systems Chapter
1 Jinxiang Chai CSCE 441 Computer Graphics. 2 Midterm Time: 10:10pm-11:20pm, 10/20 Location: HRBB 113.
1 Geometrical Transformation Tong-Yee Lee. 2 Modeling Transform Specify transformation for objects Allow definitions of objects in own coordinate systems.
1 Lecture 9 Lighting Light Sources Reflectance Camera Models.
Graphics Systems I-Chen Lin’s CG slides, Doug James’s CG slides Angel, Interactive Computer Graphics, Chap 1 Introduction to Graphics Pipeline.
The Graphics Pipeline CS2150 Anthony Jones. Introduction What is this lecture about? – The graphics pipeline as a whole – With examples from the video.
Shading Languages By Markus Kummerer. Markus Kummerer 2 / 19 State of the Art Shading.
CHAPTER 7 Viewing and Transformations © 2008 Cengage Learning EMEA.
Rendering Pipeline Aaron Bloomfield CS 445: Introduction to Graphics Fall 2006 (Slide set originally by Greg Humphreys)
Geometric Objects and Transformations Geometric Entities Representation vs. Reference System Geometric ADT (Abstract Data Types)
CGPage: 1 東吳資訊科學 江清水 Part I: Computer Graphics 1. Computer Graphics and Its application 2. Computer Graphics Hardware and Software (Skip) 3. 2D Coordinate.
Computing & Information Sciences Kansas State University Advanced CG 1 of 8: TexturingCIS 636/736: (Introduction to) Computer Graphics CIS 736 Computer.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
Computer Graphics (fall 2009)
Week 2 - Wednesday CS361.
Image Synthesis Rabie A. Ramadan, PhD 2. 2 Java OpenGL Using JOGL: Using JOGL: Wiki: You can download JOGL from.
Computer Graphics An Introduction. What’s this course all about? 06/10/2015 Lecture 1 2 We will cover… Graphics programming and algorithms Graphics data.
Computer Graphics. Requirements Prerequisites Prerequisites CS 255 : Data Structures CS 255 : Data Structures Math 253 Math 253 Experience with C Programming.
MIT EECS 6.837, Durand and Cutler Graphics Pipeline: Projective Transformations.
Foundations of Computer Graphics (Fall 2012) CS 184, Lectures 13,14: Reviews Transforms, OpenGL
Computer Graphics The Rendering Pipeline - Review CO2409 Computer Graphics Week 15.
CAP4730: Computational Structures in Computer Graphics 3D Transformations.
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.
Computing & Information Sciences Kansas State University CIS 536/636 Introduction to Computer Graphics Lecture 5 of 41 William H. Hsu Department of Computing.
OpenGL The Viewing Pipeline: Definition: a series of operations that are applied to the OpenGL matrices, in order to create a 2D representation from 3D.
Mark Nelson 3d projections Fall 2013
Jens Krüger & Polina Kondratieva – Computer Graphics and Visualization Group computer graphics & visualization 3D Rendering Praktikum: Shader Gallery The.
Review on Graphics Basics. Outline Polygon rendering pipeline Affine transformations Projective transformations Lighting and shading From vertices to.
Chapters 5 2 March Classical & Computer Viewing Same elements –objects –viewer –projectors –projection plane.
Subject Name: Computer Graphics Subject Code: Textbook: “Computer Graphics”, C Version By Hearn and Baker Credits: 6 1.
©2005, Lee Iverson Lee Iverson UBC Dept. of ECE EECE 478 Viewing and Projection.
David Luebke1/10/2016 CS 551 / 645: Introductory Computer Graphics David Luebke
Introduction to Computer Graphics: Viewing Transformations Rama C
1 Perception and VR MONT 104S, Fall 2008 Lecture 20 Computer Graphics and VR.
Jens Krüger & Polina Kondratieva – Computer Graphics and Visualization Group computer graphics & visualization GameFX C# / DirectX 2005 The Rendering Pipeline.
What are shaders? In the field of computer graphics, a shader is a computer program that runs on the graphics processing unit(GPU) and is used to do shading.
Lecture 7 Midterm Review. OpenGL Libraries gl: Basic OpenGL library, e.g. primitives. glu: OpenGL Utility library, a set of functions to create texture.
CS 445 / 645: Introductory Computer Graphics Review.
1 Perception, Illusion and VR HNRS 299, Spring 2008 Lecture 15 Creating 3D Models.
The Graphics Pipeline Revisited Real Time Rendering Instructor: David Luebke.
Computer Graphics Lecture 17 Fasih ur Rehman. Last Class 3D Transforms Inverse Rotation.
Some Notes on 3-D Glenn G. Chappell U. of Alaska Fairbanks CS 381 Lecture Notes Friday, October 24, 2003.
Revision Sheet Computer Graphics and Human Interaction By Dr. HANY ELSALAMONY1.
CS5500 Computer Graphics March 20, Computer Viewing Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts.
End effector End effector - the last coordinate system of figure Located in joint N. But usually, we want to specify it in base coordinates. 1.
Coordinate Systems Lecture 20 Wed, Oct 15, Object Coordinates Each object has its own “local” coordinate system, called object coordinates. Normally.
GLSL Review Monday, Nov OpenGL pipeline Command Stream Vertex Processing Geometry processing Rasterization Fragment processing Fragment Ops/Blending.
Viewing. Classical Viewing Viewing requires three basic elements - One or more objects - A viewer with a projection surface - Projectors that go from.
Modeling Transformations Mario Costa Sousa University of Calgary CPSC 453, Fall 2001 Mario Costa Sousa University of Calgary CPSC 453, Fall 2001.
Introduction to 3-D Viewing Glenn G. Chappell U. of Alaska Fairbanks CS 381 Lecture Notes Monday, October 27, 2003.
Introduction to Computer Graphics
Rendering Pipeline Fall, 2015.
Graphics Fundamentals
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.
The Graphics Rendering Pipeline
CS451Real-time Rendering Pipeline
Computer Graphics Imaging
Graphics Processing Unit
Type to enter a caption. Computer Graphics Week 1Lecture 1.
Introduction to Computer Graphics
Presentation transcript:

Computer Graphics Viewing

Tobias IsenbergComputer Graphics – IIa 2007/2008 Overview rendering pipeline: process from model to final image viewing: –model-view transformation: 1 st stage, arranging model w.r.t. camera requires camera reference (coordinate system) –projection: 2 nd transformation stage, coordinate transformation to 2D requires complete camera model many different projections possible

ViewingTobias IsenbergComputer Graphics – IIa 2007/2008 Rendering Pipeline modelling of geometry transformation into world coordinates placement of cameras and light sources backface culling projection clipping w.r.t. view volume hidden surface removale (hsr) rasterization illumination and shading usually in one step transformation into camera coordinates

ViewingTobias IsenbergComputer Graphics – IIa 2007/2008 Model-View Transformation input / foundations: –object definitions (including lights etc.) –including object positions & orientations –transformations in 3D –camera position & parameters problem: –how to arrange objects in space?

ViewingTobias Isenberg 1 st idea: transformation of all objects into a (the) world coordinate system not flexible: complicated animation Model-View Transformation Computer Graphics – IIa 2007/2008 x y (½√2, ½√2) z x y z (5+½√2, 1+½√2) (-2, 1)

ViewingTobias Isenberg Model-View Transformation 2 nd idea: transformation directly into camera coordinates: object-dependent each object has its own model-view matrix hierarchies possible, objects reusable Computer Graphics – IIa 2007/2008 x y (½√2, ½√2) z x y z (7+½√2, ½√2) (0, 0)

ViewingTobias Isenberg Model-View Transformation model-view transformation steps: 1.translate object origin to camera location 2.rotate to align coordinate axes 3.possibly also scaling this process is used in OpenGL: no explicit world coordinates! object & camera locations and orientations may be specified in a world coordinate system (e.g., in modeling systems) Computer Graphics – IIa 2007/2008

ViewingTobias IsenbergComputer Graphics – IIa 2007/2008 Sources: Computer Graphics I lecture by Berhard Preim, Department of Simulation and Graphics, Otto-von-Guericke University of Magdeburg, Germany CPSC 407 and CPSC 453 lectures by Brian Wyvill, Department of Computer Science, University of Calgary, Canada