Perspective Projection Examples: Orthographic Views
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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 -
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. -
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. -
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. -
Perspective Projection
Transform 3D objects on to a 2D plane using projections 2 types of projections Perspective Parallel In parallel projection, coordinate positions are transformed to the view plane along parallel lines. In perspective projection, object position are transformed to the view plane along lines that converge to a point called projection reference point (center of projection) 2 Perspective Projection 3 Parallel Projection 4 PROJECTIONS PARALLEL PERSPECTIVE (parallel projectors) (converging projectors) One point Oblique Orthographic (one principal (projectors perpendicular (projectors not perpendicular to vanishing point) to view plane) view plane) Two point General (Two principal Multiview Axonometric vanishing point) (view plane parallel (view plane not parallel to Cavalier principal planes) to principal planes) Three point (Three principal Cabinet vanishing point) Isometric Dimetric Trimetric 5 Perspective v Parallel • Perspective: – visual effect is similar to human visual system... – has 'perspective foreshortening' • size of object varies inversely with distance from the center of projection. Projection of a distant object are smaller than the projection of objects of the same size that are closer to the projection plane. • Parallel: It preserves relative proportion of object. – less realistic view because of no foreshortening – however, parallel lines remain parallel. 6 Perspective Projections • Characteristics: • Center of Projection (CP) is a finite distance from object • Projectors are rays (i.e., non-parallel) • Vanishing points • Objects appear smaller as distance from CP (eye of observer) increases • Difficult to determine exact size and shape of object • Most realistic, difficult to execute 7 • When a 3D object is projected onto view plane using perspective transformation equations, any set of parallel lines in the object that are not parallel to the projection plane, converge at a vanishing point. -
Shortcuts Guide
Shortcuts Guide One Key Shortcuts Toggles and Screen Management Hot Keys A–Z Printable Keyboard Stickers ONE KEY SHORTCUTS [SEE PRINTABLE KEYBOARD STICKERS ON PAGE 11] mode mode mode mode Help text screen object 3DOsnap Isoplane Dynamic UCS grid ortho snap polar object dynamic mode mode Display Toggle Toggle snap Toggle Toggle Toggle Toggle Toggle Toggle Toggle Toggle snap tracking Toggle input PrtScn ScrLK Pause Esc F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 F12 SysRq Break ~ ! @ # $ % ^ & * ( ) — + Backspace Home End ` 1 2 3 4 5 6 7 8 9 0 - = { } | Tab Q W E R T Y U I O P Insert Page QSAVE WBLOCK ERASE REDRAW MTEXT INSERT OFFSET PAN [ ] \ Up : “ Caps Lock A S D F G H J K L Enter Delete Page ARC STRETCH DIMSTYLE FILLET GROUP HATCH JOIN LINE ; ‘ Down < > ? Shift Z X C V B N M Shift ZOOM EXPLODE CIRCLE VIEW BLOCK MOVE , . / Ctrl Start Alt Alt Ctrl Q QSAVE / Saves the current drawing. C CIRCLE / Creates a circle. H HATCH / Fills an enclosed area or selected objects with a hatch pattern, solid fill, or A ARC / Creates an arc. R REDRAW / Refreshes the display gradient fill. in the current viewport. Z ZOOM / Increases or decreases the J JOIN / Joins similar objects to form magnification of the view in the F FILLET / Rounds and fillets the edges a single, unbroken object. current viewport. of objects. M MOVE / Moves objects a specified W WBLOCK / Writes objects or V VIEW / Saves and restores named distance in a specified direction. a block to a new drawing file. -
Anamorphosis: Optical Games with Perspective’S Playful Parent
Anamorphosis: Optical games with Perspective's Playful Parent Ant´onioAra´ujo∗ Abstract We explore conical anamorphosis in several variations and discuss its various constructions, both physical and diagrammatic. While exploring its playful aspect as a form of optical illusion, we argue against the prevalent perception of anamorphosis as a mere amusing derivative of perspective and defend the exact opposite view|that perspective is the derived concept, consisting of plane anamorphosis under arbitrary limitations and ad-hoc alterations. We show how to define vanishing points in the context of anamorphosis in a way that is valid for all anamorphs of the same set. We make brief observations regarding curvilinear perspectives, binocular anamorphoses, and color anamorphoses. Keywords: conical anamorphosis, optical illusion, perspective, curvilinear perspective, cyclorama, panorama, D¨urermachine, color anamorphosis. Introduction It is a common fallacy to assume that something playful is surely shallow. Conversely, a lack of playfulness is often taken for depth. Consider the split between the common views on anamorphosis and perspective: perspective gets all the serious gigs; it's taught at school, works at the architect's firm. What does anamorphosis do? It plays parlour tricks! What a joker! It even has a rather awkward dictionary definition: Anamorphosis: A distorted projection or drawing which appears normal when viewed from a particular point or with a suitable mirror or lens. (Oxford English Dictionary) ∗This work was supported by FCT - Funda¸c~aopara a Ci^enciae a Tecnologia, projects UID/MAT/04561/2013, UID/Multi/04019/2013. Proceedings of Recreational Mathematics Colloquium v - G4G (Europe), pp. 71{86 72 Anamorphosis: Optical games. -
Viewing and Projection Viewing and Projection
Viewing and Projection The topics • Interior parameters • Projection type • Field of view • Clipping • Frustum… • Exterior parameters • Camera position • Camera orientation Transformation Pipeline Local coordinate Local‐>World World coordinate ModelView World‐>Eye Matrix Eye coordinate Projection Matrix Clip coordina te others Screen coordinate Projection • The projection transforms a point from a high‐ dimensional space to a low‐dimensional space. • In 3D, the projection means mapping a 3D point onto a 2D projection plane (or called image plane). • There are two basic projection types: • Parallel: orthographic, oblique • Perspective Orthographic Projection Image Plane Direction of Projection z-axis z=k x 1000 x y 0100 y k 000k z 1 0001 1 Orthographic Projection Oblique Projection Image Plane Direction of Projection Properties of Parallel Projection • Definition: projection directions are parallel. • Doesn’t look real. • Can preserve parallel lines Projection PlllParallel in 3D PlllParallel in 2D Properties of Parallel Projection • Definition: projection directions are parallel. • Doesn’t look real. • Can preserve parallel lines • Can preserve ratios t ' t Projection s s :t s' :t ' s' Properties of Parallel Projection • Definition: projection directions are parallel. • Doesn’t look real. • Can preserve parallel lines • Can preserve ratios • CANNOT preserve angles Projection Properties of Parallel Projection • Definition: projection directions are parallel. • Doesn’t look real. • Can preserve parallel -
Anamorphic Projection: Analogical/Digital Algorithms
Nexus Netw J (2015) 17:253–285 DOI 10.1007/s00004-014-0225-5 RESEARCH Anamorphic Projection: Analogical/Digital Algorithms Francesco Di Paola • Pietro Pedone • Laura Inzerillo • Cettina Santagati Published online: 27 November 2014 Ó Kim Williams Books, Turin 2014 Abstract The study presents the first results of a wider research project dealing with the theme of ‘‘anamorphosis’’, a specific technique of geometric projection of a shape on a surface. Here we investigate how new digital techniques make it possible to simplify the anamorphic applications even in cases of projections on complex surfaces. After a short excursus of the most famous historical and contemporary applications, we propose several possible approaches for managing the geometry of anamorphic curves both in the field of descriptive geometry (by using interactive tools such as Cabrı` and GeoGebra) and during the complex surfaces realization process, from concept design to manufacture, through CNC systems (by adopting generative procedural algorithms elaborated in Grasshopper). Keywords Anamorphosis Anamorphic technique Descriptive geometry Architectural geometry Generative algorithms Free form surfaces F. Di Paola (&) Á L. Inzerillo Department of Architecture (Darch), University of Palermo, Viale delle Scienze, Edificio 8-scala F4, 90128 Palermo, Italy e-mail: [email protected] L. Inzerillo e-mail: [email protected] F. Di Paola Á L. Inzerillo Á C. Santagati Department of Communication, Interactive Graphics and Augmented Reality, IEMEST, Istituto Euro Mediterraneo di Scienza e Tecnologia, 90139 Palermo, Italy P. Pedone Polytechnic of Milan, Bulding-Architectural Engineering, EDA, 23900 Lecco, Italy e-mail: [email protected] C. Santagati Department of Architecture, University of Catania, 95125 Catania, Italy e-mail: [email protected] 254 F.