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Viewing 1 of 4: Overview, Projections William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://bit.ly/hgvxlh / http://bit.ly/evizre Public mirror web site: http://www.kddresearch.org/courses/cis636 Instructor home page: http://www.cis.ksu.edu/~bhsu Readings: Today: Sections 2.2.3 2.2.4, 2.8, Eberly 2 e see http://bit.ly/ieuq45 Next class: Section 2.3 (esp. 2.3.4), FVFH slides Appendices 1-4, Foley, J. D., VanDam, A., Feiner, S. K., & Hughes, J. F. (1991). Computer Graphics, Principles and Practice, Second Edition in C. 2 Lecture Outline Reading for Last Class: Sections 2.1, 2.2.1 2.2.2, Eberly 2 e Reading for Today: Sections 2.2.3 2.2.4, 2.8 Eberly 2 e Reading for Next Class: Section 2.3 (esp. 2.3.4), Foley et al. Slides Last Time: Math Foundations, Matrix Transformations Precalculus review: parametric equations of lines Vector spaces and affine spaces Linear systems, linear independence, bases, orthonormality Cumulative Transformation Matrices (CTMs) Translation Rotation Scaling Today: Basic Viewing Principles Projections: definitions, history Perspective: optical principles, terminology Next Class: Viewing and Normalizing Transformations (VT/NT)

3 Where We Are 4 Acknowledgements Jim Foley Professor, College of Computing & Stephen Fleming Chair in Telecommunications Georgia Institute of Technology James D. Foley Georgia Tech http://bit.ly/ajyf2q Andy van Dam T. J. Watson University Professor of Technology and Education & Professor of Computer Science Brown University Steve Feiner Professor of Computer Science & Director, Computer Graphics and User Interfaces Laboratory Columbia University John F. Hughes Associate Professor of Computer Science Brown University Andries van Dam Brown University http://www.cs.brown.edu/~avd/ Steven K. Feiner Columbia University http://www.cs.columbia.edu/~feiner/ John F. Hughes Brown University http://www.cs.brown.edu/~jfh/

5 Background: Basic Linear Algebra for CG Reference: Appendix A.1 A.4, Foley et al A.1 Vector Spaces and Affine Spaces Equations of lines, planes Vector subspaces and affine subspaces A.2 Standard Constructions in Vector Spaces Linear independence and spans Coordinate systems and bases A.3 Dot Products and Distances Dot product in R n Norms in R n A.4 Matrices Binary matrix operations: basic arithmetic Unary matrix operations: transpose and inverse Affine transformations 2005 Trevor McCauley (Senocular) Application: Transformations and Change of Coordinate Systems 6 Review: Basic T, R, S Transformations T: Translation (see http://en.wikipedia.org/wiki/translation_matrix ) Given Point to be moved e.g., vertex of polygon or polyhedron Displacement vector (also represented as point) Return: new, displaced (translated) point of rigid body R: Rotation (see http://en.wikipedia.org/wiki/rotation_matrix ) Given Point to be rotated about axis Axis of rotation Degrees to be rotated Return: new, displaced (rotated) point of rigid body S: Scaling (see http://en.wikipedia.org/wiki/scaling_matrix ) Given Set of points centered at origin Scaling factor Return: new, displaced (scaled) point General: http://en.wikipedia.org/wiki/transformation_matrix

7 Review: Lab 0 Warm-Up Lab Account set-up Linux environment Simple OpenGL exercise Basic Account Set-Up See http://support.cis.ksu.edu to understand KSU Department of CIS setup Make sure your CIS department account is set up If not, use SelfServ: https://selfserv.cis.ksu.edu/selfserv/requestaccount Linux Environment Make sure your CIS department account is set up Learn how to navigate, set your shell (see KSOL, http://unixhelp.ed.ac.uk) Lab 1 and first homeworks will ask you to render to local XWindows server Simple OpenGL exercise Watch OpenGL Primer Part 1 as needed Follow intro tutorials on NeHe (http://nehe.gamedev.net) as instructed Turn in: source code, screenshot as instructed in Lab 0 handout 8 Projections From 3-D to 2-D: Orthographic & Perspective

9 Drawing as Projection 10 Early Examples of Perspective

11 Key Features of Linear Perspective 12 Early Perspective: Ad Hoc

13 Historical Setting for Invention of Perspective 14 Brunelleschi and Vermeer

15 Stork vs. Hockney 16 Alberti

17 Visual Pyramid and Similar Triangles [1] 18 Visual Pyramid and Similar Triangles [2]

19 Dürer 20 Las Meninas (1656) By Diego Velàzquez

21 Robert Campin The Annunciation Triptych (c. 1425) 22 Piero della Francesca The Resurrection (1460)

23 Leonardo da Vinci The Last Supper (1495) 24 Geometrical Construction Of Projections

25 Planar Geometric Projection 26 Planar Geometric Projection

27 Types of Projection 28 Logical Relationships Among Types of Projections

29 Multiview Orthographic 30 Axonometric Projections

31 Isometric Projection [1] 32 Isometric Projection [2]

33 Oblique Projections 34 View Camera Source: http://users.usinternet.com/rniederman/star01.htm

35 Examples of Oblique Projections 36 Examples of Oblique Projections

37 Main Types of Oblique Projections 38 Examples of Orthographic And Oblique Projections

39 Summary of Parallel Projections 40 Perspective Projections

41 Vanishing Points [1] 42 Vanishing Points [2]

43 Vanishing Points and The View Point [1] 44 Vanishing Points and The View Point [2]

45 Vanishing Points and The View Point [3] 46 Next Time: Projection in Computer Graphics

47 Summary A Brief History of Viewing Ancient and classical views of projections: orthographic, pseudo-perspective Perspective and the Renaissance The Enlightenment and optics Taxonomy of Projections Multiview orthographic Parallel Orthographic: top, front, side; axonometric (iso- di-, tri-metric) Oblique: cabinet, cavalier Perspective: one-, two-, three-point Projections and Viewing Projectors Vanishing points Center of projection (COP = eye/camera) Direction of projection (DOP) vs. view plane normal (VPN) Next: View Volumes, Viewing and Normalizing Transformations 48 Terminology Points and Vectors Center of projection (COP = eye/camera) Direction of projection (DOP) vs. view plane normal (VPN) Kinds of Projections Parallel no foreshortening, projectors stay parallel Perspective foreshortening, projectors converge on vanishing point(s) Parallel Projections Orthographic: dead on, i.e., (DOP VPN) Oblique: at an angle, i.e., (DOP VPN) Orthographic Projections Multiview: top, front, side Isometric (one measure): 120 angles among each pair of axes Other axonometic: dimetric (two different angles), trimetric (three different) Perspective Projection Projectors lines running parallel to DOP (enclosing view volume) Vanishing point(s) intersection(s) of COP baseline & projection plane