Introduction to Viewing
14 Objectives
• Introduce viewing •Compare and contrast image formation by computer with how images have been formed by architects, artists, and engineers • Learn the benefits and drawbacks of each type of view
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Classical Viewing
• Viewing requires three basic elements - Object(s) to be viewed - Projection surface (image plane) - Projectors: lines that go from the object(s) to the projection surface •Classical views are based on the relationship among these elements - Must orient the object as it should be viewed • Object assumed to be constructed from flat principal faces - Buildings, polyhedra, manufactured objects
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15 Classical Viewing
• Projectors are lines that either - converge at a center of projection (COP) - or are parallel • Standard projections project onto a plane • Such projections preserve lines - but not necessarily angles • Nonplanar projections are needed for applications such as map construction
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Classical Projections
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16 Parallel vs Perspective
• Computer graphics treats all projections the same and implements them with a single pipeline • Classical viewing developed different techniques for drawing different types of projections • Fundamental distinction is between parallel and perspective viewing (even though mathematically parallel viewing is the limit of perspective viewing)
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Parallel Projection
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17 Perspective Projection
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Taxonomy of Planar Geometric Projections
planar geometric projections
parallel perspective
1 point2 point 3 point multiview axonometric oblique orthographic
isometric dimetric trimetric
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Projectors are orthogonal to projection surface
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Advantages and Disadvantages • Preserves both distance and angle - Shapes are preserved - Can be used for measurements • Building plans • Manfactured parts • Cannot see what object really looks like because many surfaces hidden from view - Often we add the isometric
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19 Multiview Orthographic Projection • Projection plane parallel to principal face • Usually form front, top, side views
isometric (not orthographic) top in CAD and architecture, we often display three multiviews plus isometric front side
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Axonometric Projections
Move the projection plane relative to object
classify by how many angles of a corner of a projected cube are the equal to each other three: isometric 1 two: dimetric 2 3 none: trimetric
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20 Types of Axonometric Projections
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Advantages and Disadvantages
• Used in CAD applications
• Parallel Lines preserved but angles are not
• 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
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Arbitrary relationship between projectors and projection plane
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Advantages and Disadvantages • Angles 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
• No physical analogue, cannot create with real- world camera
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22 Perspective Projection
Projectors converge at center of projection
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Vanishing Points
• Parallel lines on the object not parallel to the projection plane converge at a single point in the projection (called the vanishing point) • Can draw simple perspectives (by hand) using the vanishing point
vanishing point
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23 One-Point Perspective
• One principal face parallel to projection plane • One vanishing point for cube
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Two-Point Perspective
• On principal direction parallel to projection plane • Two vanishing points for cube
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24 Three-Point Perspective
• No principal face parallel to projection plane • Three vanishing points for cube
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Advantages and Disadvantages • Objects further from viewer are projected smaller than the same sized objects closer to the viewer - Looks realistic, gives sense of depth • 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!)
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25 Computer Viewing
• Need to build transformation that defines the projection plane based on the chosen projection
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Orthogonal Projection
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26 Orthogonal Projection
•Set z =0 • Equivalent homogeneous coordinate transformation:
Morth px' 0001 px py' 0010 py = 0 0000 pz 1 1000 1
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Oblique Projections
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27 Oblique Projections
Direction of projection dop =
(dopx,dopy,dopz)
z dop
x
Lets say we project onto z = 0 plane 55
Oblique Projections
Direction of projection dop =
(dopx,dopy,dopz)
z px' 1 0 -dopx/dopz 0 px py dop py' 0 1 - dopy/dopz 0 = 0 0 0 0 0 pz 1 0 0 0 1 1
note: tan = dopz/dopx x
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28 Shear
•Helpful to add one more basic transformation •Equivalent to pulling faces in opposite directions
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Shear Matrix
Consider simple shear along x axis
x’ = x + y shy y’ = y z’ = z
1 shy 0 0 0 1 0 0 H() = 0 0 1 0 0 0 0 1
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29 Oblique Projection
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Computer Viewing
There are three aspects of the viewing process:
- Selecting a lens Setting the projection matrix
- Positioning the camera Setting the view-orientation matrix
- Clipping Setting the view volume
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