Viewing Classical Viewing Viewing requires three basic elements - One or more objects - A viewer with a projection surface - Projectors that go from the object(s) to the projection surface Classical Viewing con.. Viewing is based on the relationship among these elements -The viewer picks up the object and orients it depending on how she would like to see it In Classical Viewing each object is assumed to constructed from flat principal faces - Buildings, manufactured objects. Classical Projections Planar Geometric Projections Projection in computer graphics is a way of converting the object in N-Dimensional system to N-1 Dimensions, For example convert the objects in 3d to 2d . • Projectors are lines that either 1) Converge at a center of projection 2) Or are parallel • Such projections preserve lines but not necessarily angles Projections Display device (a screen) is 2D… How do we map 3D objects to 2D space? 2D to 2D is straight forward… 2D window to world.. and a viewport on the 2D surface. Clip what won't be shown in the 2D window, and map the remainder to the viewport. 3D to 2D is more complicated… Solution : Transform 3D objects on to a 2D plane using projections Projections In 3D… View volume in the world Projection onto the 2D projection plane A viewport to the view surface Process… 1… clip against the view volume, 2… project to 2D plane, or window, 3… map to viewport. Projections Conceptual Model of the 3D viewing process Types of projections 2 types of projections perspective and parallel. Key factor is the center of projection. if distance to center of projection is finite : perspective if infinite : parallel Perspective Projection When the human eye views a scene, objects in the distance appear smaller than objects close by - this is known as perspective. Projectors converge at the center of Projection Parallel Lines not parallel to the Projection Plan Converge at a single Point in the projection Parallel Projection Parallel projections have lines of projection that are parallel both in reality and in the projection plane . 2 principle types: orthographic and oblique. Orthographic : direction of projection = normal to the projection plane. Oblique : Direction of projection != normal to the projection plane. Orthographic Projection When the human eye looks at a scene, objects in the distance appear smaller than objects close by. Orthographic projection ignores this effect to allow accurate measurements. Common names for orthographic projections include cross-section, bird'seye, and elevation. Projectors are orthogonal to projection surface. Multiview Orthographic Projection Projection plane parallel to principal faces• Usually form front, top, side views• Isometric (Not Multiview Orthographic) Front View In CAD and architecture, we often display three multiviews plus isometric Side View Top View Oblique projections Arbitrary relationship between projector and Projection Planes Objects can be visualized better then with orthographic projections Can measure distances, but not angles* * Can only measure angles for faces of objects parallel to the plane Oblique Projection Terminology of Planar Projections Orthographic Advantages and Disadvantage 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 therefore -Often we add the isometric view as shown in previous slide Axonometric Projections Axonometric projection is a type of orthographic projection where the plane or axis of the object depicted is not parallel to the projection plane such that multiple sides of an object are visible in the same image. •Allow projection Plane to move relative to Object as shown in below Fig •Classified by How many angles of projected cube are same: 1) None --- Trimetric 2) Two ----- Dimetric 3) Three ---- Isometric Types of Axonometric Projections Advantages & Disadvantages Lines preserved but angles are not - Projection of a circle in a plane not parallel to the projection plane is an ellipse Does not look real because far objects are scaled the same as near objects Used in CAD applications World Cordinates View corordinat Device PipeLine View Three aspects of the viewing process implemented in the Computer Graphics pipeline: 1) Positioning the camera i.e. Setting the model-view matrix 2) Selecting a lens i.e. Setting the projection matrix 3) Clipping i.e. Setting the view volume The OpenGL Camera In OpenGL, initially the object and camera frames are the same -Default model-view matrix is an identity The camera is located at origin and points in the negative z direction OpenGL also specifies a default view volume that is a cube with sides of length 2 centered at the origin - Default projection matrix is an identity Moving the Camera If we want to visualize object with both positive and negative z values we can either: - Move the camera in the positive z direction i.e. Translate the camera frame -OR Move the objects in the negative z direction i.e. Translate the world frame Both of these views are equivalent and are determined by the model-view matrix Want a translation (glTranslatef(0.0,0.0,-d);) where d > 0 Default Frames Frames after Translation by –d (d>0) We can move the Camera at any desired Location by a sequence of Translation & Rotational movement Example: Side view 1) Rotate Camera 2) Move it away from Origin 3) Model View Matrix C=TR View Port Transformation From working viewport to the coordinate of Display device as shown in below figure