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Viewing III Week 4, Wed Jan 27
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News extra TA office hours in lab 005
Tue 2-5 (Kai) Wed 2-5 (Garrett) Thu 1-3 (Garrett), Thu 3-5 (Kai) Fri 2-4 (Garrett) Tamara's usual office hours in lab Fri 4-5
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Review: Convenient Camera Motion
rotate/translate/scale versus eye point, gaze/lookat direction, up vector y lookat x Pref WCS view up z eye Peye
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Review: World to View Coordinates
translate eye to origin rotate view vector (lookat – eye) to w axis rotate around w to bring up into vw-plane y z x WCS v u VCS Peye w Pref up view eye lookat
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Review: W2V vs. V2W MW2V=TR we derived position of camera in world
invert for world with respect to camera MV2W=(MW2V)-1=R-1T-1
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Review: Graphics Cameras
real pinhole camera: image inverted eye point image plane computer graphics camera: convenient equivalent stand at p and look through hole. anything in cone visible shrink hole to a point, cone collapses to line (ray) eye point center of projection image plane
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Review: Projective Transformations
planar geometric projections planar: onto a plane geometric: using straight lines projections: 3D -> 2D aka projective mappings counterexamples? nonplanar: planetarium, omnimax nonstraight lines: Mercator projection of maps, stereographic projection non3D: hypercube from 4D
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Projective Transformations
properties lines mapped to lines and triangles to triangles parallel lines do NOT remain parallel e.g. rails vanishing at infinity affine combinations are NOT preserved e.g. center of a line does not map to center of projected line (perspective foreshortening)
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Perspective Projection
project all geometry through common center of projection (eye point) onto an image plane x -z y z z x x
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Perspective Projection
projection plane center of projection (eye point) how tall should this bunny be?
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Basic Perspective Projection
similar triangles y P(x,y,z) P(x’,y’,z’) z z’=d but nonuniform foreshortening not affine
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Perspective Projection
desired result for a point [x, y, z, 1]T projected onto the view plane: what could a matrix look like to do this?
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Simple Perspective Projection Matrix
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Simple Perspective Projection Matrix
is homogenized version of where w = z/d
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Simple Perspective Projection Matrix
is homogenized version of where w = z/d
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Perspective Projection
expressible with 4x4 homogeneous matrix use previously untouched bottom row perspective projection is irreversible many 3D points can be mapped to same (x, y, d) on the projection plane no way to retrieve the unique z values
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Moving COP to Infinity as COP moves away, lines approach parallel
when COP at infinity, orthographic view
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Orthographic Camera Projection
camera’s back plane parallel to lens infinite focal length no perspective convergence just throw away z values
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Perspective to Orthographic
transformation of space center of projection moves to infinity view volume transformed from frustum (truncated pyramid) to parallelepiped (box) x x Frustum Parallelepiped -z -z
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perspective view volume orthographic view volume
View Volumes specifies field-of-view, used for clipping restricts domain of z stored for visibility test perspective view volume orthographic view volume x=left x=right y=top y=bottom z=-near z=-far x VCS z y z
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Canonical View Volumes
standardized viewing volume representation perspective orthographic orthogonal parallel x or y = +/- z x or y x or y back plane back plane 1 front plane front plane -z -z -1 -1
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Why Canonical View Volumes?
permits standardization clipping easier to determine if an arbitrary point is enclosed in volume with canonical view volume vs. clipping to six arbitrary planes rendering projection and rasterization algorithms can be reused
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Normalized Device Coordinates
convention viewing frustum mapped to specific parallelepiped Normalized Device Coordinates (NDC) same as clipping coords only objects inside the parallelepiped get rendered which parallelepiped? depends on rendering system
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Normalized Device Coordinates
left/right x =+/- 1, top/bottom y =+/- 1, near/far z =+/- 1 Camera coordinates NDC x x x=1 right Frustum -z z left x= -1 z= -1 z=1 z=-n z=-f
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Understanding Z z axis flip changes coord system handedness
RHS before projection (eye/view coords) LHS after projection (clip, norm device coords) VCS NDCS y=top y (1,1,1) x=left y z z (-1,-1,-1) x=right x x z=-far y=bottom z=-near
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perspective view volume
Understanding Z near, far always positive in OpenGL calls glOrtho(left,right,bot,top,near,far); glFrustum(left,right,bot,top,near,far); glPerspective(fovy,aspect,near,far); perspective view volume x=left x=right y=top y=bottom z=-near z=-far x VCS y orthographic view volume y=top x=left y z x=right VCS x z=-far y=bottom z=-near
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Understanding Z why near and far plane? near plane: far plane:
avoid singularity (division by zero, or very small numbers) far plane: store depth in fixed-point representation (integer), thus have to have fixed range of values (0…1) avoid/reduce numerical precision artifacts for distant objects
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Orthographic Derivation
scale, translate, reflect for new coord sys VCS x z NDCS y (-1,-1,-1) (1,1,1) y=top x=left y z x=right x z=-far y=bottom z=-near
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Orthographic Derivation
scale, translate, reflect for new coord sys VCS x z NDCS y (-1,-1,-1) (1,1,1) y=top x=left y z x=right x z=-far y=bottom z=-near
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Orthographic Derivation
scale, translate, reflect for new coord sys
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Orthographic Derivation
scale, translate, reflect for new coord sys VCS y=top x=left y z x=right x z=-far y=bottom z=-near same idea for right/left, far/near
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Orthographic Derivation
scale, translate, reflect for new coord sys
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Orthographic Derivation
scale, translate, reflect for new coord sys
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Orthographic Derivation
scale, translate, reflect for new coord sys
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Orthographic Derivation
scale, translate, reflect for new coord sys
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Orthographic OpenGL glMatrixMode(GL_PROJECTION); glLoadIdentity();
glOrtho(left,right,bot,top,near,far);
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Demo Brown applets: viewing techniques parallel/orthographic cameras
projection cameras
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Projections II
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Asymmetric Frusta our formulation allows asymmetry why bother? x x
right right Frustum Frustum Q: why would we want to do this? A: stereo viewing. can’t just rotate because axes of projection differ then z-order could differ, orientation of shapes differ. so use skewed frustum. -z -z left left z=-n z=-f
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Asymmetric Frusta our formulation allows asymmetry
why bother? binocular stereo view vector not perpendicular to view plane Left Eye Q: why would we want to do this? A: stereo viewing. can’t just rotate because axes of projection differ then z-order could differ, orientation of shapes differ. so use skewed frustum. Right Eye
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Simpler Formulation left, right, bottom, top, near, far
nonintuitive often overkill look through window center symmetric frustum constraints left = -right, bottom = -top
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Field-of-View Formulation
FOV in one direction + aspect ratio (w/h) determines FOV in other direction also set near, far (reasonably intuitive) x w fovx/2 h Frustum -z fovy/2 z=-n z=-f
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Perspective OpenGL glMatrixMode(GL_PROJECTION); glLoadIdentity();
glFrustum(left,right,bot,top,near,far); or glPerspective(fovy,aspect,near,far);
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Demo: Frustum vs. FOV http://www.xmission.com/~nate/tutors.html
Nate Robins tutorial (take 2):
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Projective Rendering Pipeline
object world viewing O2W W2V V2C OCS WCS VCS projection transformation modeling transformation viewing transformation clipping C2N CCS OCS - object/model coordinate system WCS - world coordinate system VCS - viewing/camera/eye coordinate system CCS - clipping coordinate system NDCS - normalized device coordinate system DCS - device/display/screen coordinate system perspective divide normalized device N2D NDCS viewport transformation device DCS
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Projection Warp warp perspective view volume to orthogonal view volume
render all scenes with orthographic projection! aka perspective warp x x z=d z=d z= z=0
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Perspective Warp perspective viewing frustum transformed to cube
orthographic rendering of cube produces same image as perspective rendering of original frustum
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Predistortion
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Projective Rendering Pipeline
object world viewing O2W W2V V2C OCS WCS VCS projection transformation modeling transformation viewing transformation clipping C2N CCS OCS - object/model coordinate system WCS - world coordinate system VCS - viewing/camera/eye coordinate system CCS - clipping coordinate system NDCS - normalized device coordinate system DCS - device/display/screen coordinate system perspective divide normalized device N2D NDCS viewport transformation device DCS
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Separate Warp From Homogenization
viewing clipping normalized device VCS V2C CCS C2N NDCS projection transformation perspective division alter w / w warp requires only standard matrix multiply distort such that orthographic projection of distorted objects is desired persp projection w is changed clip after warp, before divide division by w: homogenization
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Perspective Divide Example
specific example assume image plane at z = -1 a point [x,y,z,1]T projects to [-x/z,-y/z,-z/z,1]T [x,y,z,-z]T -z
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Perspective Divide Example
after homogenizing, once again w=1 projection transformation perspective division alter w / w
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Perspective Normalization
matrix formulation warp and homogenization both preserve relative depth (z coordinate)
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Demo Brown applets: viewing techniques parallel/orthographic cameras
projection cameras
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