Reading. Projections. The 3D synthetic camera model. Imaging with the synthetic camera. Angel. Chapter 5. Optional

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Reading Angel. Chapter 5 Optional Projections David F. Rogers and J. Alan Adams, Mathematical Elements for Computer Graphics, Second edition, McGraw-Hill, New York, 1990, Chapter 3. The 3D snthetic camera model Imaging with the snthetic camera The snthetic camera model involves two components, specified independentl: objects (a.k.a. geometr) viewer (a.k.a. camera) The image is rendered onto an image plane or projection plane (usuall in front of the camera). Projectors emanate from the center of projection (COP) at the center of the lens (or pinhole). The image of an object point P is at the intersection of the projector through P and the image plane.

Specifing a viewer 3D Geometr Pipeline Camera specification requires four kinds of parameters: Position: the COP. Orientation: rotations about axes with origin at the COP. Focal length: determines the size of the image on the film plane, or the field of view. Film plane: its width and height, and possibl orientation. Projections Projections transform points in n-space to m-space, where m < n. In 3D, we map points from 3-space to the projection plane (PP) along projectors emanating from the center of projection (COP). PP COP There are two basic tpes of projections: Perspective - distance from COP to PP finite Parallel - distance from COP to PP infinite

Parallel and Perspective Projection Perspective vs. parallel projections Perspective projections pros and cons: + Size varies inversel with distance - looks realistic Distance and angles are not (in general) preserved Parallel lines do not (in general) remain parallel DOP Parallel projection pros and cons: PP COP PP Less realistic looking + Good for exact measurements + Parallel lines remain parallel Angles not (in general) preserved Parallel projections Orthographic Projections For parallel projections, we specif a direction of projection (DOP) instead of a COP. There are two tpes of parallel projections: Orthographic projection DOP perpendicular to PP Oblique projection DOP not perpendicular to PP

Orthographic transformation Oblique Projections For parallel projections, we specif a direction of projection (DOP) instead of a COP. We can write orthographic projection onto the z=0 plane with a simple matrix. x x' 1 0 0 0 ' = 0 1 0 0 z 1 0 0 0 1 1 Normall, we do not drop the z value right awa. Wh not? Oblique projections Projection taxonom Two standard oblique projections: Cavalier projection DOP makes 45 angle with PP Does not foreshorten lines perpendicular to PP Cabinet projection DOP makes 63.4 angle with PP Foreshortens lines perpendicular to PP b one-half

Properties of projections The perspective projection is an example of a projective transformation. Here are some properties of projective transformations: Lines map to lines Parallel lines don t necessaril remain parallel Ratios are not preserved Coordinate sstems for CG Model space for describing the objections (aka object space, world space ) World space for assembling collections of objects (aka object space, problem space, application space ) Ee space a canonical space for viewing (aka camera space ) Screen space the result of perspective transformation (aka normalized device coordinate space, normalized projection space ) Image space a 2D space that uses device coordinates (aka window space, screen space, normalized device coordinate space, raster space ) A tpical ee space Ee space screen space Q: How do we perform the perspective projection from ee space into screen space? PP Ee Acts as the COP Placed at the origin Looks down the z-axis Screen Lies in the PP Perpendicular to z-axis At distance d from the ee Centered on z-axis, with radius s Q: Which objects are visible? z x COP d (x', ', -d) (x,, z) Using similar triangles gives: x d x (x,,z) z

Ee space screen space, cont. We can write this transformation in matrix form: X 1 0 0 0 x x Y 0 1 0 0 = MP = = Z 0 0 1 0z z W 0 0 1/ d 0 1 z/ d Projective Normalization After perspective transformation and perspective divide, we appl parallel projection (drop the z) to get a 2D image. Perspective divide: x X / W z/ d Y / W = Z/ W z/ d W / W d 1 Perspective depth Q: What did our perspective projection do to z? Often, it s useful to have a z around e.g., for hidden surface calculations.

Vanishing points Under perspective projections, an set of parallel lines that are not parallel to the PP will converge to a vanishing point. Vanishing points of lines parallel to a principal axis x,, or z are called principal vanishing points. How man of these can there be? Vanishing points The equation for a line is: px vx p v l= p+ tv= + t pz vz 1 0 Dividing b w: Letting t go to infinit: Vanishing points (cont'd) px + tvx d pz + tv z x' p tv ' + = d pz + tvz w' 1 After perspective transformation we get: x' px + tvx ' p tv = + w' ( pz+ tvz)/ d We get a point! What happens to the line l = q + tv? Each set of parallel lines intersect at a vanishing point on the PP. Q: How man vanishing points are there?

Vanishing Points Tpes of perspective drawing If we define a set of principal axes in world coordinates, i.e., the x w, w, and z w axes, then it's possible to choose the viewpoint such that these axes will converge to different vanishing points. The vanishing points of the principal axes are called the principal vanishing points. Perspective drawings are often classified b the number of principal vanishing points. One-point perspective simplest to draw Two-point perspective gives better impression of depth Three-point perspective most difficult to draw All three tpes are equall simple with computer graphics. General perspective projection General Projections In general, the matrix 1 p 1 q 1 r s performs a perspective projection into the plane px + q + rz + s = 1. Q: Suppose we have a cube C whose edges are aligned with the principal axes. Which matrices give drawings of C with one-point perspective? two-point perspective? three-point perspective? Suppose ou have a camera with COP c, and x,, and z axes are unit vectors i, j and k respectivel. How do we compute the projection?

World Space Camera Hither and on planes In order to preserve depth, we set up two planes: The hither (near) plane The on (far) plane Projection taxonom Summar Here s what ou should take home from this lecture: The classification of different tpes of projections. The concepts of vanishing points and one-, two-, and three-point perspective. An appreciation for the various coordinate sstems used in computer graphics. How the perspective transformation works.