Shadows in Computer Graphics

Shadows in Computer Graphics

Shadows in Computer Graphics Steven Janke November 2014 Steven Janke (Seminar) Shadows in Computer Graphics November 2014 1 / 49 Shadows (from Doom) Steven Janke (Seminar) Shadows in Computer Graphics November 2014 2 / 49 Simple Shadows Steven Janke (Seminar) Shadows in Computer Graphics November 2014 3 / 49 Shadows give position information Steven Janke (Seminar) Shadows in Computer Graphics November 2014 4 / 49 Shadow Geometry Steven Janke (Seminar) Shadows in Computer Graphics November 2014 5 / 49 Camera Model Steven Janke (Seminar) Shadows in Computer Graphics November 2014 6 / 49 View Frustum Far Near -z Camera H0,0,0L View Plane Steven Janke (Seminar) Shadows in Computer Graphics November 2014 7 / 49 Ideal City (circa 1485) Steven Janke (Seminar) Shadows in Computer Graphics November 2014 8 / 49 Perspective Projection y * C C E W z D ∗ E = (0; 0; e); C = (x; y; z); C = (xs ; ys ) EW = e; CD = y; ED = e − z ∗ y · e y 4EWC ∼ 4EDC ys = = z e − z 1 − e Steven Janke (Seminar) Shadows in Computer Graphics November 2014 9 / 49 Albrecht Durer (Man drawing a Lute - 1525) Steven Janke (Seminar) Shadows in Computer Graphics November 2014 10 / 49 Alberti Perspective Diagram 1. Draw lines from front tile corners to center point C. 2. Select point R on horizontal line so CR is distance to painting. 3. Connect R with front tile corners. 4. Draw horizontal lines through intersections of lines in 3 and vertical line through C. 5. Diagonals through tiles are projected into diagonals. Steven Janke (Seminar) Shadows in Computer Graphics November 2014 11 / 49 Pedro Berreuguete - Anunciation (circa 1500) Steven Janke (Seminar) Shadows in Computer Graphics November 2014 12 / 49 Masaccio - Trinity (1426) Steven Janke (Seminar) Shadows in Computer Graphics November 2014 13 / 49 Calculating Cube Perspective y x ys = z xs = z 1 − e 1 − e Example (Cube Vertices) Eye Coordinates: (0,0,4) World Coordinates: (1; 1; 1); (1; −1; 1); (−1; −1; 1); (−1; 1; 1) (1; 1; −1); (1; −1; −1); (−1; −1; −1); (−1; 1; −1) Screen Coordinates: (1:33; 1:33); (1:33; −1:33); (−1:33; −1:33); (−1:33; 1:33) (0:75; 0:75); (0:75; −0:75); (−0:75; −0:75); (−0:75; 0:75) Steven Janke (Seminar) Shadows in Computer Graphics November 2014 14 / 49 Cubes in Perspective Steven Janke (Seminar) Shadows in Computer Graphics November 2014 15 / 49 Projections Summary Perspective projections and Shadow projections are both projections from a point onto a plane. Next steps: For shadows, we generalize projection to arbitrary plane. Describe calculations compactly and efficiently. Steven Janke (Seminar) Shadows in Computer Graphics November 2014 16 / 49 Vectors ~v = (x1; y1; z1) and w~ = (x2; y2; z2) are displacements. Algebra: ~v + w~ = (x1 + x2; y1 + y2; z1 + z2) and a~v = (ax1; ay1; az1). Dot Product: ~v · w~ = j~vjjw~ jcos(θ) = x1x2 + y1y2 + z1z2. (If ~v and w~ are perpendicular, then ~v · w~ = 0:) Cross Product: ~i ~j ~k y1 z1 ~ x1 z1 ~ x1 y1 ~ ~v × w~ = x1 y1 z1 = i − j + k y2 z2 x2 z2 x2 y2 x2 y2 z2 Steven Janke (Seminar) Shadows in Computer Graphics November 2014 17 / 49 Vector Products Hx1,y1L A ´ B v v - w B Θ w H0,0L Hx2,y2L A Dot Product Cross Product Steven Janke (Seminar) Shadows in Computer Graphics November 2014 18 / 49 Transformations 2 3 2 3 2 3 a11 a12 a13 x a11x + a12y + a13z T~v = 4a21 a22 a235 4y5 = 4a21x + a22y + a23z5 a31 a32 a33 z a31x + a32y + a33z Rotation around z-axis uses this matrix: 2cos θ − sin θ 03 Rz = 4sin θ cos θ 05 0 0 1 Matrices give linear transformations: T (~v + w~ ) = T~v + T w~ and T (a~v) = aT~v Cannot represent translations or projections. Steven Janke (Seminar) Shadows in Computer Graphics November 2014 19 / 49 Homogeneous Coordinates The point P0 = (−1; 5) is on the 2D line 3x + 2y = 7. The vector equation of the line: (3; 2) · (P − P0) = (3; 2) · (x + 1; y − 5) = 0 Let P = (x; y) = ( xh ; yh ) be any point on the line 3x + 2y = 7. wh wh =) 3xh + 2yh − 7wh = (3; 2; −7) · (xh; yh; wh) = 0 (xh; yh; wh) are homogeneous coordinates for the point P. Since wh is arbitrary, there are infinitely many sets of homogeneous coordinates representing P. For example, P0 = (−1; 5; 1) = (−2; 10; 2) = (−0:5; 2:5; 0:5) Two-dimensional Homogeneous Line equation: ~n · P = 0 Steven Janke (Seminar) Shadows in Computer Graphics November 2014 20 / 49 Homogeneous Coordinates for Lines Example (2D Line coordinates) P1 = (3; 2; 1) and P2 = (5; 7; 3) determine a two-dimensional line. ~n · (3; 2; 1) = 0 and ~n · (5; 7; 3) = 0. ~n = (3; 2; 1) × (5; 7; 3) = (−1; −4; 11) The homogeneous coordinates (−1; −4; 11) represent the line. Both points and lines in two dimensions can be represented by homogeneous coordinates (x; y; w). Steven Janke (Seminar) Shadows in Computer Graphics November 2014 21 / 49 Calculating with Homogeneous Coordinates Example (2D Intersection Point) Consider two lines: (2; 2; −1) and (6; −5; 2) (They represent the lines 2x + 2y − 1 = 0 and 6x − 5y + 2 = 0) P is the point of intersection. (2; 2; −1) · P = 0 and (6; −5; 2) · P = 0 P must be a vector perpendicular to the two homogeneous line vectors. P = (2; 2; −1) × (6; −5; 2) = (−1; −10; −22) is the cross product. 1 10 P = (−1; −10; −22) represents the Cartesian point P = ( 22 ; 22 ) Steven Janke (Seminar) Shadows in Computer Graphics November 2014 22 / 49 Points at Infinity Lines 2x + 4y − 8 = 0 and 2x + 4y − 10 = 0 are parallel. The homogeneous point (4; −2; 0) is on both lines. Points of the form (xh; yh; 0) are points at infinity. Notice that (4; −2; 0) and (5; 3; 0) are distinct points at infinity. Points in 2D Points at Infinity Steven Janke (Seminar) Shadows in Computer Graphics November 2014 23 / 49 Homogeneous Coordinates in Three Dimensions Homogeneous coordinates for three dimensional points add a fourth coordinate: Cartesian (x; y; z) =) Homogeneous (x; y; z; 1) or (tx; ty; tz; t) Since planes are determined by a normal and a point, (tx; ty; tz; t) also represents a plane. Homogeneous plane equation: ~n · P = 0 Lines have homogeneous coordinates called Pl¨ucker coordinates. Steven Janke (Seminar) Shadows in Computer Graphics November 2014 24 / 49 Perspective Matrix Now we can express the perspective transformation as a matrix multiplication: 21 0 0 03 2x3 2 x 3 60 1 0 07 6y7 6 y 7 T (P) = MP = 6 7 6 7 = 6 7 40 0 0 05 4z5 4 0 5 1 z 0 0 − e 1 1 1 − e In the space of homogeneous coordinates (Projective Space), the perspective transformation is a linear function. Steven Janke (Seminar) Shadows in Computer Graphics November 2014 25 / 49 Perspective Drawing Steven Janke (Seminar) Shadows in Computer Graphics November 2014 26 / 49 Two Point Perspective Steven Janke (Seminar) Shadows in Computer Graphics November 2014 27 / 49 Projective Geometry Girard Desargues (1591 - 1661) was the founding father. Parallel lines intersect in a point at infinity: (xh; yh; 0) Points at infinity fall on a line. Duality: In 2D, for any theorem about points there is a theorem about lines. No concept of length or angle. Projective transformations are linear transformations. In 2D, there is a projective transformation that sends a given four points to another specified four points. Steven Janke (Seminar) Shadows in Computer Graphics November 2014 28 / 49 Desargues Theorem Steven Janke (Seminar) Shadows in Computer Graphics November 2014 29 / 49 Additional Vector Algebra Tensor Product 2 3 2 3 vx vx wx vx wy vx wz T ~v ⊗ w~ = ~vw~ = 4vy 5 wx wy wz = 4vy wx vy wy vy wz 5 vz vz wx vz wy vz wz Vector Triple Product A~ × (B~ × C~ ) = (A~ · C~ )B~ − (A~ · B~ )C~ Dot to Tensor (A~ · C~ )B~ = (B~ ⊗ A~ )C~ Steven Janke (Seminar) Shadows in Computer Graphics November 2014 30 / 49 2D Projection L E P’=THPL P Line through E and P is E × P. T (P) = P0 = ~L × (E × P) = (~L · P)E − (~L · E)P = ((E ⊗ ~L) − (~L · E)I )P = MP Steven Janke (Seminar) Shadows in Computer Graphics November 2014 31 / 49 2D Projection Example Project P = (3; 1) onto the line 6x + y − 5 = 0 from the point (8; 2). ~L = (6; 1; −5) E = (8; 2; 1) P = (3; 1; 1) M = (E ⊗ ~L) − (~L · E)I 248 8 −403 245 0 0 3 2 3 8 −403 = 412 2 −105 − 4 0 45 0 5 = 412 −43 −105 6 1 −5 0 0 45 6 1 −50 2 3 8 −403 233 2−233 T (P) = MP = 412 −43 −105 415 = 4−175 6 1 −50 1 −31 Cartesian coordinates for P are (23=31; 17=31). Steven Janke (Seminar) Shadows in Computer Graphics November 2014 32 / 49 3D Projection E P n 0 P’ P = αP + βE. −β(~n · E) ~n · (αP + βE) = 0 =) α = (~n · P) −β(~n · E) P0 = P + βE ~n · P P0 = T (P) = (~n · P)E − (~n · E)P = (E ⊗ ~n)P − (~n · E)P =) M = (E ⊗ ~n) − (~n · E)I Steven Janke (Seminar) Shadows in Computer Graphics November 2014 33 / 49 3D Projection Example Eye point: E = (7; 2; 6) Vertex: P = (4; 5; 0) Plane: 2x − y + 2z = −4 ~n = (2; −1; 2; 4) E = (7; 2; 6; 1) P = (4; 5; 0; 1) 214 −7 14 283 228 0 0 0 3 6 4 −2 4 8 7 6 0 28 0 0 7 M = (E ⊗ ~n) − (~n · E)I = 6 7 − 6 7 412 −6 12 245 4 0 0 28 0 5 2 −1 2 4 0 0 0 28 2−14 −7 14 28 3 6 4 −30 4 8 7 0 = 6 7 =) P = (−63; −126; 42; −21) 4 12 −6 −16 24 5 2 −1 2 −24 This gives Cartesian coordinates (3; 6; −2) Steven Janke (Seminar) Shadows in Computer Graphics November 2014 34 / 49 Compare to earlier 3D matrix M = (E ⊗ ~n) − (~n · E)I Perspective projection: Viewing plane is the xy plane with homogeneous representation ~n = (0; 0; 1; 0).

View Full Text

Details

  • File Type
    pdf
  • Upload Time
    -
  • Content Languages
    English
  • Upload User
    Anonymous/Not logged-in
  • File Pages
    49 Page
  • File Size
    -

Download

Channel Download Status
Express Download Enable

Copyright

We respect the copyrights and intellectual property rights of all users. All uploaded documents are either original works of the uploader or authorized works of the rightful owners.

  • Not to be reproduced or distributed without explicit permission.
  • Not used for commercial purposes outside of approved use cases.
  • Not used to infringe on the rights of the original creators.
  • If you believe any content infringes your copyright, please contact us immediately.

Support

For help with questions, suggestions, or problems, please contact us