CHAPTER 5 MULTIVIEW SKETCHING and PROJECTION 5-1 Views of Objects
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
CS 543: Computer Graphics Lecture 7 (Part I): Projection Emmanuel
CS 543: Computer Graphics Lecture 7 (Part I): Projection Emmanuel Agu 3D Viewing and View Volume n Recall: 3D viewing set up Projection Transformation n View volume can have different shapes (different looks) n Different types of projection: parallel, perspective, orthographic, etc n Important to control n Projection type: perspective or orthographic, etc. n Field of view and image aspect ratio n Near and far clipping planes Perspective Projection n Similar to real world n Characterized by object foreshortening n Objects appear larger if they are closer to camera n Need: n Projection center n Projection plane n Projection: Connecting the object to the projection center camera projection plane Projection? Projectors Object in 3 space Projected image VRP COP Orthographic Projection n No foreshortening effect – distance from camera does not matter n The projection center is at infinite n Projection calculation – just drop z coordinates Field of View n Determine how much of the world is taken into the picture n Larger field of view = smaller object projection size center of projection field of view (view angle) y y z q z x Near and Far Clipping Planes n Only objects between near and far planes are drawn n Near plane + far plane + field of view = Viewing Frustum Near plane Far plane y z x Viewing Frustrum n 3D counterpart of 2D world clip window n Objects outside the frustum are clipped Near plane Far plane y z x Viewing Frustum Projection Transformation n In OpenGL: n Set the matrix mode to GL_PROJECTION n Perspective projection: use • gluPerspective(fovy, -
An Analytical Introduction to Descriptive Geometry
An analytical introduction to Descriptive Geometry Adrian B. Biran, Technion { Faculty of Mechanical Engineering Ruben Lopez-Pulido, CEHINAV, Polytechnic University of Madrid, Model Basin, and Spanish Association of Naval Architects Avraham Banai Technion { Faculty of Mathematics Prepared for Elsevier (Butterworth-Heinemann), Oxford, UK Samples - August 2005 Contents Preface x 1 Geometric constructions 1 1.1 Introduction . 2 1.2 Drawing instruments . 2 1.3 A few geometric constructions . 2 1.3.1 Drawing parallels . 2 1.3.2 Dividing a segment into two . 2 1.3.3 Bisecting an angle . 2 1.3.4 Raising a perpendicular on a given segment . 2 1.3.5 Drawing a triangle given its three sides . 2 1.4 The intersection of two lines . 2 1.4.1 Introduction . 2 1.4.2 Examples from practice . 2 1.4.3 Situations to avoid . 2 1.5 Manual drawing and computer-aided drawing . 2 i ii CONTENTS 1.6 Exercises . 2 Notations 1 2 Introduction 3 2.1 How we see an object . 3 2.2 Central projection . 4 2.2.1 De¯nition . 4 2.2.2 Properties . 5 2.2.3 Vanishing points . 17 2.2.4 Conclusions . 20 2.3 Parallel projection . 23 2.3.1 De¯nition . 23 2.3.2 A few properties . 24 2.3.3 The concept of scale . 25 2.4 Orthographic projection . 27 2.4.1 De¯nition . 27 2.4.2 The projection of a right angle . 28 2.5 The two-sheet method of Monge . 36 2.6 Summary . 39 2.7 Examples . 43 2.8 Exercises . -
Viewing in 3D
Viewing in 3D Viewing in 3D Foley & Van Dam, Chapter 6 • Transformation Pipeline • Viewing Plane • Viewing Coordinate System • Projections • Orthographic • Perspective OpenGL Transformation Pipeline Viewing Coordinate System Homogeneous coordinates in World System zw world yw ModelViewModelView Matrix Matrix xw Tractor Viewing System Viewer Coordinates System ProjectionProjection Matrix Matrix Clip y Coordinates v Front- xv ClippingClipping Wheel System P0 zv ViewportViewport Transformation Transformation ne pla ing Window Coordinates View Specifying the Viewing Coordinates Specifying the Viewing Coordinates • Viewing Coordinates system, [xv, yv, zv], describes 3D objects with respect to a viewer zw y v P v xv •A viewing plane (projection plane) is set up N P0 zv perpendicular to zv and aligned with (xv,yv) yw xw ne pla ing • In order to specify a viewing plane we have View to specify: •P0=(x0,y0,z0) is the point where a camera is located •a vector N normal to the plane • P is a point to look-at •N=(P-P)/|P -P| is the view-plane normal vector •a viewing-up vector V 0 0 •V=zw is the view up vector, whose projection onto • a point on the viewing plane the view-plane is directed up Viewing Coordinate System Projections V u N z N ; x ; y z u x • Viewing 3D objects on a 2D display requires a v v V u N v v v mapping from 3D to 2D • The transformation M, from world-coordinate into viewing-coordinates is: • A projection is formed by the intersection of certain lines (projectors) with the view plane 1 2 3 ª x v x v x v 0 º ª 1 0 0 x 0 º « » « -
Implementation of Projections
CS488 Implementation of projections Luc RENAMBOT 1 3D Graphics • Convert a set of polygons in a 3D world into an image on a 2D screen • After theoretical view • Implementation 2 Transformations P(X,Y,Z) 3D Object Coordinates Modeling Transformation 3D World Coordinates Viewing Transformation 3D Camera Coordinates Projection Transformation 2D Screen Coordinates Window-to-Viewport Transformation 2D Image Coordinates P’(X’,Y’) 3 3D Rendering Pipeline 3D Geometric Primitives Modeling Transform into 3D world coordinate system Transformation Lighting Illuminate according to lighting and reflectance Viewing Transform into 3D camera coordinate system Transformation Projection Transform into 2D camera coordinate system Transformation Clipping Clip primitives outside camera’s view Scan Draw pixels (including texturing, hidden surface, etc.) Conversion Image 4 Orthographic Projection 5 Perspective Projection B F 6 Viewing Reference Coordinate system 7 Projection Reference Point Projection Reference Point (PRP) Center of Window (CW) View Reference Point (VRP) View-Plane Normal (VPN) 8 Implementation • Lots of Matrices • Orthographic matrix • Perspective matrix • 3D World → Normalize to the canonical view volume → Clip against canonical view volume → Project onto projection plane → Translate into viewport 9 Canonical View Volumes • Used because easy to clip against and calculate intersections • Strategies: convert view volumes into “easy” canonical view volumes • Transformations called Npar and Nper 10 Parallel Canonical Volume X or Y Defined by 6 planes -
Understanding Projection Systems
Understanding Projection Systems Understanding Projection Systems A Point: A point has no dimensions, a theoretical location that has neither length, width nor height. A point shows an exact location in space. It is important to understand that a point is not an object, but a position. We represent a point by placing a dot with a pencil. A Line: A line is a geometric object that has length and direction but no thickness. A line may be straight or curved. A line may be infinitely long. If a line has a definite length it is called a line segment or curve segment. A straight line is the shortest distance between two points which is known as the true length of the line. A line is named using letters to indicate its endpoints. B B A A AB - Straight Line Segment AB – Curved Line Segment A line may be seen as the locus of a point as it travels between two points. A B A line can graphically represent the intersection of two surfaces, the edge view of a surface, or the limiting element of a surface. B A Plane: A plane is a flat surface which is infinitely large with zero thickness. Just as a point generates a line, a line can generate a plane. A A portion of a plane is referred to as a lamina. A Plane may be defined in a number of different ways. - 1 - Understanding Projection Systems A plane may be defined by; (i) 3 non-linear points (ii) A line and a point (iii) Two intersecting lines (iv) Two Parallel Lines (The point can not lie on the line) Descriptive Geometry: refers to the representation of 3D objects in a 2D format using points, lines and planes. -
Squaring the Circle in Panoramas
Squaring the Circle in Panoramas Lihi Zelnik-Manor1 Gabriele Peters2 Pietro Perona1 1. Department of Electrical Engineering 2. Informatik VII (Graphische Systeme) California Institute of Technology Universitat Dortmund Pasadena, CA 91125, USA Dortmund, Germany http://www.vision.caltech.edu/lihi/SquarePanorama.html Abstract and conveying the vivid visual impression of large panora- mas. Such mosaics are superior to panoramic pictures taken Pictures taken by a rotating camera cover the viewing with conventional fish-eye lenses in many respects: they sphere surrounding the center of rotation. Having a set of may span wider fields of view, they have unlimited reso- images registered and blended on the sphere what is left to lution, they make use of cheaper optics and they are not be done, in order to obtain a flat panorama, is projecting restricted to the projection geometry imposed by the lens. the spherical image onto a picture plane. This step is unfor- The geometry of single view point panoramas has long tunately not obvious – the surface of the sphere may not be been well understood [12, 21]. This has been used for mo- flattened onto a page without some form of distortion. The saicing of video sequences (e.g., [13, 20]) as well as for ob- objective of this paper is discussing the difficulties and op- taining super-resolution images (e.g., [6, 23]). By contrast portunities that are connected to the projection from view- when the point of view changes the mosaic is ‘impossible’ ing sphere to image plane. We first explore a number of al- unless the structure of the scene is very special. -
Identifying Robust Plans Through Plan Diagram Reduction
Identifying Robust Plans through Plan Diagram Reduction ∗ Harish D. Pooja N. Darera Jayant R. Haritsa Database Systems Lab, SERC/CSA Indian Institute of Science, Bangalore 560012, INDIA ABSTRACT tary and conceptually different approach, which we consider in this Estimates of predicate selectivities by database query optimizers paper, is to identify robust plans that are relatively less sensitive to often differ significantly from those actually encountered during such selectivity errors. In a nutshell, to “aim for resistance, rather query execution, leading to poor plan choices and inflated response than cure”, by identifying plans that provide comparatively good times. In this paper, we investigate mitigating this problem by performance over large regions of the selectivity space. Such plan replacing selectivity error-sensitive plan choices with alternative choices are especially important for industrial workloads where plans that provide robust performance. Our approach is based on global stability is as much a concern as local optimality [18]. the recent observation that even the complex and dense “plan di- Over the last decade, a variety of strategies have been proposed agrams” associated with industrial-strength optimizers can be ef- to identify robust plans, including the Least Expected Cost [6, 8], ficiently reduced to “anorexic” equivalents featuring only a few Robust Cardinality Estimation [2] and Rio [3, 4] approaches. These plans, without materially impacting query processing quality. techniques provide novel and elegant formulations (summarized in Extensive experimentation with a rich set of TPC-H and TPC- Section 6), but have to contend with the following issues: DS-based query templates in a variety of database environments Firstly, they are intrusive requiring, to varying degrees, modifi- indicate that plan diagram reduction typically retains plans that are cations to the optimizer engine. -
1938-1939 Undergraduate Catalogue
^ BULLETIN OF THE ^ UNIVERSITY OF VERMONT AND STATE AGRICULTURAL COLLEGE BURLINGTON ------- VERMONT VOLUME XXXVI — MARCH, 1939 — NUMBER 3 sofias 17SI THE CATALOGUE 19 3 8 -1 9 3 9 ANNOUNCEMENTS 19 3 9 -1 9 40 Published by the University of Vermont and State Agricultural College, Burlington, Vermont, four times a year; in January, February, March and October, and entered as second-class matter under Act of Congress of August 24, 1912 r 1 L Contents PAGE CALENDAR 5 UNIVERSITY CALENDAR 6-7 ADMINISTRATION 8-3 8 Board of Trustees 8—10 Office Hours 10 Officers of Instruction and Administration; Employees 11—27 Committees of the University Senate 27—28 Experiment Station Staff 28—30 Extension Service Staff 30—3 3 Summer School Faculty, 1938 34—3 8 GENERAL INFORMATION 39-98 Location 39 Charters, Corporations, History of the Colleges 39-44 Buildings and Grounds 44—5 6 Fees and Expenses 5 6-61 Employment, Loan Funds and Scholarships 61-73 Prizes 74-79 Honors 79-80 Degrees , 81 Graduate Study 82—86 University Extension 87-88 The Summer Session 8 8—89 Educational Conferences 89 Military Training 90 Physical Education and Athletics 90—92 Religious Life 92—93 Organizations 93—95 University Lectures 96 Publications 96 Regulations 97-98 ADMISSION 99-126 The Academic Colleges . 99—107 Methods of Admission . 107—110 Entrance Subjects 111—123 Special and Unclassified Students 123 Admission to Advanced Standing 123—124 Preliminary Registration and Enrollment 124 The College of Medicine, Requirements for Admission 125—126 COURSES OF INSTRUCTION 127-222 The -
3D Viewing Week 8, Lecture 15
CS 536 Computer Graphics 3D Viewing Week 8, Lecture 15 David Breen, William Regli and Maxim Peysakhov Department of Computer Science Drexel University 1 Overview • 3D Viewing • 3D Projective Geometry • Mapping 3D worlds to 2D screens • Introduction and discussion of homework #4 Lecture Credits: Most pictures are from Foley/VanDam; Additional and extensive thanks also goes to those credited on individual slides 2 Pics/Math courtesy of Dave Mount @ UMD-CP 1994 Foley/VanDam/Finer/Huges/Phillips ICG Recall the 2D Problem • Objects exist in a 2D WCS • Objects clipped/transformed to viewport • Viewport transformed and drawn on 2D screen 3 Pics/Math courtesy of Dave Mount @ UMD-CP From 3D Virtual World to 2D Screen • Not unlike The Allegory of the Cave (Plato’s “Republic", Book VII) • Viewers see a 2D shadow of 3D world • How do we create this shadow? • How do we make it as realistic as possible? 4 Pics/Math courtesy of Dave Mount @ UMD-CP History of Linear Perspective • Renaissance artists – Alberti (1435) – Della Francesca (1470) – Da Vinci (1490) – Pélerin (1505) – Dürer (1525) Dürer: Measurement Instruction with Compass and Straight Edge http://www.handprint.com/HP/WCL/tech10.html 5 The 3D Problem: Using a Synthetic Camera • Think of 3D viewing as taking a photo: – Select Projection – Specify viewing parameters – Clip objects in 3D – Project the results onto the display and draw 6 1994 Foley/VanDam/Finer/Huges/Phillips ICG The 3D Problem: (Slightly) Alternate Approach • Think of 3D viewing as taking a photo: – Select Projection – Specify -
EX NIHILO – Dahlgren 1
EX NIHILO – Dahlgren 1 EX NIHILO: A STUDY OF CREATIVITY AND INTERDISCIPLINARY THOUGHT-SYMMETRY IN THE ARTS AND SCIENCES By DAVID F. DAHLGREN Integrated Studies Project submitted to Dr. Patricia Hughes-Fuller in partial fulfillment of the requirements for the degree of Master of Arts – Integrated Studies Athabasca, Alberta August, 2008 EX NIHILO – Dahlgren 2 Waterfall by M. C. Escher EX NIHILO – Dahlgren 3 Contents Page LIST OF ILLUSTRATIONS 4 INTRODUCTION 6 FORMS OF SIMILARITY 8 Surface Connections 9 Mechanistic or Syntagmatic Structure 9 Organic or Paradigmatic Structure 12 Melding Mechanical and Organic Structure 14 FORMS OF FEELING 16 Generative Idea 16 Traits 16 Background Control 17 Simulacrum Effect and Aura 18 The Science of Creativity 19 FORMS OF ART IN SCIENTIFIC THOUGHT 21 Interdisciplinary Concept Similarities 21 Concept Glossary 23 Art as an Aid to Communicating Concepts 27 Interdisciplinary Concept Translation 30 Literature to Science 30 Music to Science 33 Art to Science 35 Reversing the Process 38 Thought Energy 39 FORMS OF THOUGHT ENERGY 41 Zero Point Energy 41 Schools of Fish – Flocks of Birds 41 Encapsulating Aura in Language 42 Encapsulating Aura in Art Forms 50 FORMS OF INNER SPACE 53 Shapes of Sound 53 Soundscapes 54 Musical Topography 57 Drawing Inner Space 58 Exploring Inner Space 66 SUMMARY 70 REFERENCES 71 APPENDICES 78 EX NIHILO – Dahlgren 4 LIST OF ILLUSTRATIONS Page Fig. 1 - Hofstadter’s Lettering 8 Fig. 2 - Stravinsky by Picasso 9 Fig. 3 - Symphony No. 40 in G minor by Mozart 10 Fig. 4 - Bird Pattern – Alhambra palace 10 Fig. 5 - A Tree Graph of the Creative Process 11 Fig. -
Architectural Drawing (TE 8437) Grades 10 - 12 One Credit, One Year Counselors Are Available to Assist Parents and Students with Course Selections and Career Planning
Department of Teaching & Learning Parent/Student Course Information Technical Design and Illustration Program Architectural Drawing (TE 8437) Grades 10 - 12 One Credit, One Year Counselors are available to assist parents and students with course selections and career planning. Parents may arrange to meet with the counselor by calling the school's guidance department. COURSE DESCRIPTION The courses in engineering and technology provide opportunities for students to acquire skills and knowledge necessary for technological literacy, entry-level careers, and lifelong learning. Students learn Virginia’s 21 Workplace Readiness Skills within the content area. Those who are completing a two-year sequence have the opportunity to verify their knowledge of the workplace readiness skills through an industry assessment. This course provides students with the opportunity to learn more about the principles of architecture and related drafting practices and techniques. It provides helpful information for the homeowner and is beneficial to the future architect, interior designer, or homebuilder. Students use resource materials, standard books, and computers as they learn the general principles, practices and techniques of architectural drawing. The course includes designing residential structures and drawing plot plans, elevations, schedules and renderings. PREREQUISITE Basic Technical Drawing CERTIFICATION Students successfully completing the Technical Design and Illustration Program of Study will be prepared for the AutoCAD REVIT and or AutoCAD Architecture industry credential. STUDENT ORGANIZATION Technology Student Association (TSA) is a co-curricular organization for all students enrolled in engineering and technology courses. Students are encouraged to be active members of their youth organization to develop leadership and teamwork skills and to receive recognition for their participation in local, regional, state and national activities. -
CS 4204 Computer Graphics 3D Views and Projection
CS 4204 Computer Graphics 3D views and projection Adapted from notes by Yong Cao 1 Overview of 3D rendering Modeling: * Topic we’ve already discussed • *Define object in local coordinates • *Place object in world coordinates (modeling transformation) Viewing: • Define camera parameters • Find object location in camera coordinates (viewing transformation) Projection: project object to the viewplane Clipping: clip object to the view volume *Viewport transformation *Rasterization: rasterize object Simple teapot demo 3D rendering pipeline Vertices as input Series of operations/transformations to obtain 2D vertices in screen coordinates These can then be rasterized 3D rendering pipeline We’ve already discussed: • Viewport transformation • 3D modeling transformations We’ll talk about remaining topics in reverse order: • 3D clipping (simple extension of 2D clipping) • 3D projection • 3D viewing Clipping: 3D Cohen-Sutherland Use 6-bit outcodes When needed, clip line segment against planes Viewing and Projection Camera Analogy: 1. Set up your tripod and point the camera at the scene (viewing transformation). 2. Arrange the scene to be photographed into the desired composition (modeling transformation). 3. Choose a camera lens or adjust the zoom (projection transformation). 4. Determine how large you want the final photograph to be - for example, you might want it enlarged (viewport transformation). Projection transformations Introduction to Projection Transformations Mapping: f : Rn Rm Projection: n > m Planar Projection: Projection on a plane.