CS354 Computer Graphics Viewing and Projections

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Slide Credit: Donald S. Fussell CS354 Computer Graphics Viewing and Projections Qixing Huang February 19th 2018

Eye Coordinates (not NDC)

Planar Geometric Projections Standard projections project onto a plane Projectors are lines that either converge at a center of projection are parallel Such projections preserve lines but not necessarily angles

Classical Projections

Perspective vs Parallel Computer graphics treats all projections the same and implements them with a single pipeline Classical viewing developed different techniques for drawing each type of projection Fundamental distinction is between parallel and perspective viewing even though mathematically parallel viewing is the limit of perspective viewing

Taxonomy of Projections

Parallel Projection A parallel projection is a projection of an object in three-dimensional space onto a fixed plane, known as the projection plane or image plane, where the rays, known as lines of sight or projection lines, are parallel to each other.

Perspective Projection

Orthographic Projection Projectors are orthogonal to projection surface Orthographic projection is a means of representing three-dimensional objects in two dimensions. It is a form of parallel projection, in which all the projection lines are orthogonal to the projection plane.

Multiview Orthographic Projection Projection plane parallel to principal face Usually form front, top, side views isometric (not multiview orthographic view) front in CAD and architecture, we often display three multiviews plus isometric top side Isometric projection is a method for visually representing three-dimensional objects in two dimensions. It is an axonometric projection in which the three coordinate axes appear equally foreshortened and the angle between any two of them is 120 degrees.

Multiview Orthographic Projection Preserves both distances and angles Shapes preserved Can be used for measurements Building plans Manuals Cannot see what object really looks like because many surfaces hidden from view Often we add the isometric

Projections and Normalization The default projection in the eye (camera) frame is orthogonal For points within the default view volume Most graphics systems use view normalization All other views are converted to the default view by transformations that determine the projection matrix Allows use of the same pipeline for all views

Default Projection Default projection is orthographic

Orthogonal Normalization

OpenGL Orthogonal Viewing

Homogeneous Representation https://en.wikipedia.org/wiki/homogeneous_coordinates

Orthographic Eye to NDC Two steps Move center to origin Scale to have sides of length 2

Axonometric Projections Allow projection plane to move relative to object

Types of Axonometric Projections

Discussion Lines are scaled (foreshortened) but can find scaling factors Lines preserved but angles are not Projection of a circle in a plane not parallel to the projection plane is an ellipse Can see three principal faces of a box-like object Some optical illusions possible Parallel lines appear to diverge Does not look real because far objects are scaled the same as near objects Used in CAD applications

Oblique Projection Arbitrary relationship between projectors and projection plane The obverse of an orthographic projection is an oblique projection, which is a parallel projection in which the projection lines are not orthogonal to the projection plane.

Discussion Can pick the angles to emphasize a particular face Architecture: plan oblique, elevation oblique Angles in faces parallel to projection plane are preserved while we can still see around side In physical world, cannot create with simple camera; possible with bellows camera or special lens (architectural)

Perspective Projection Projectors converge at center of projection

Vanishing Points Parallel lines (not parallel to the projection plan) on the object converge at a single point in the projection (the vanishing point)

Three-Point Perspective No principal face parallel to projection plane Three vanishing points for cube

Two-Point Perspective On principal direction parallel to projection plane Two vanishing points for cube

One-Point Perspective One principal face parallel to projection plane One vanishing point for cube

Example pre-renaissance often show poor understanding of perspective Raphael's "The School of Athens" shows architectural perspecive to good effect Image from https://en.wikipedia.org/wiki/file:reconstruction_of_the_temple_of_jerusalem.jpg http://glasnost.itcarlow.ie/~powerk/generalgraphicsnotes/projection/perspective_projection.html

Discussion Objects further from viewer are projected smaller than the same sized objects closer to the viewer (diminution) Looks realistic Equal distances along a line are not projected into equal distances (nonuniform foreshortening) Angles preserved only in planes parallel to the projection plane More difficult to construct by hand than parallel projections (but not more difficult by computer)

1-, 2-, and 3-point Perspective A 4x4 matrix can represent 1, 2, or 3 vanishing points As well as zero for orthographic views

Simple Perspective Center of projection at the origin Projection plane z = d, d < 0

Perspective Equations Consider top and side views

Homogeneous Form

OpenGL Perspective

Simple Perspective Consider a simple perspective with the COP at the origin, the near clipping plane at z = -1, and a 90 degree field of view determined by the planes

Simple Eye to NDC

Normalization Transformation

glfrustum Example

glortho and glfrustum These OpenGL commands provide a parameterized transform mapping eye space into the clip cube Each command glortho is orthographic glfrustum is single-point perspective

Questions?