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Chapter 3: Windows, viewports

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3.2.5 Clipping, zooming and roaming. p. 91: smooth animations and double buffering ... 3.3.2 Cohen-Sutherland clipping. Checks for trivial accept or trivial reject ... – PowerPoint PPT presentation

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Title: Chapter 3: Windows, viewports


1
Chapter 3 Windows, viewports
  • World coordinates rather than screen coordinates.
  • World window defines which part of world should
    be drawn, and which clipped away.
  • Viewport defined in screen window
  • mapping (scaling, shifting) between world window
    and viewport
  • draw in world window automatically mapped to
    viewport

2
Chapter 3 Windows, viewports
  • 3.2.1 Window to viewport mapping
  • W, V rectangles left, right, top, bottom
  • May have different ratios distortion
  • A, B scale C, D translate

3
Chapter 3 Windows, viewports
  • Read Example 3.2.1, exercise 3.2.1, example
    3.2.2
  • Selfstudy
  • Ex. 3.2.3 Drawing polylines from a file
  • Ex. 3.2.4 Tiling a window with a motif
  • Ex. 3.2.5 Clipping, zooming and roaming
  • p. 91 smooth animations and double buffering
  • Ex. 3.2.2 Whirling swirls

4
Chapter 3 Windows, viewports
  • 3.2.2 Setting Window and Viewport automatically
  • Selfstudy.
  • 3.3 Clipping lines
  • OpenGL automatically algorithms

5
Chapter 3 Windows, viewports
  • 3.3.2 Cohen-Sutherland clipping
  • Checks for trivial accept or trivial reject
  • Inside-outside code word for each endpoint
  • Trivial accept Both code words are FFFF
  • Trivial reject Code words have T in same
    position

6
Chapter 3 Windows, viewports
  • Chopping (no trivial accept/reject)
  • Goal A.x, A.y?
  • A.x W.right
  • A.y?
  • delx P2.x P1.x dely P2.y P1.y
  • e P1.x W.right d/dely e/delx
  • Therefore P1.y P1.y (W.right P1.x) dely
    /delx

7
Chapter 3 Windows, viewports
  • The Canvas Class Selfstudy.
  • 3.4 Developing the canvas class
  • 3.5 Relative drawing
  • 3.6 Figures based on regular polygons
  • 3.7 Drawing circles and arcs
  • 3.8 Parametric forms of curves
  • Implicit Point on line if F(x,y) 0
    (inside-outside form)
  • Parametric Position at time t is given by x(t),
    y(t)
  • Finding implicit form for parametric form
  • NB! Practice exercises p. 122-123 selfstudy
  • Drawing parametric curves Trivial.

8
Chapter 3 Windows, viewports
  • 3.8.3 Super-ellipses
  • Implicit (x/W)n (y/H)n 1
  • Parametric
  • x(t) W cos(t) cos(t)2/n-1
  • y(t) H sin(t) sin(t)2/n-1
  • Also superhyperbola
  • 3.8.4 Polar Coordinate Shapes
  • x(t) r(t) cos (?(t))
  • x(t) r(t) cos (?(t))
  • Given point (r, ? ), Cartesian point (x,y)is
    given by x f (?) cos (?)y f (?) sin (?)

9
Chapter 3 Windows, viewports
  • Note conic sections, logarithmic spiral
  • 3.8.5 3D Curves
  • Helix, toroidal spiral
  • Read Case Studies pp. 130 142

10
Chapter 4 Vector Tools
  • Vector arithmetic allows to express geometric
    concepts algebraically.
  • 4.2 Review of vectors
  • Vector is object with length and direction
  • Think of vector as displacement
  • The difference between two points is a vector
    v Q-P

11
Chapter 4 Vector Tools
  • 4.2.1 Operations with vectors
  • vector addition, scalar multiplication
  • 4.2.2 Linear combination of vectors
  • w a1v1 a2v2 ... amvm
  • Affine combination a1a2...am 1

12
Chapter 4 Vector Tools
  • Convex combination
  • a1a2...am 1
  • ai ? 0, for i 1, ..., m
  • Set of all convex combinations of a vector v
  • v (1-a) v1 av2 , for 0 ? a ? 1

13
Chapter 4 Vector Tools
  • 4.2.3 Magnitude of a vector unit vectors
  • w is distance from head to tail, so that w
    (w12w22...wn2)0.5
  • Scaling vector to unit length known as
    normalizing and obtain unit vector w (w/w)
  • 4.3 Dot product
  • d v . w
  • Properties
  • a . b b . a
  • (ac) . b a . b c . b
  • (sa) . b s (a . b)
  • b2 b . b

14
Chapter 4 Vector Tools
  • 4.3.2 Angle between two vectors
  • cos (?) (b/b).(c/c)The cosine between two
    vectors is the dot product of the normalized
    vectors.
  • 4.3.3 The sign of b.c, and perpendicularity
  • perpendicular normal orthogonal
  • standard unit vectors

15
Chapter 4 Vector Tools
  • 4.3.4 The 2D Perp Vector
  • Let a(ax,ay). Then a? (-ay,ax) is the
    counterclockwise perpendicular to a (the perp).
  • Selfstudy Practice exercises p. 157.
  • 4.3.5 Orthogonal projections and distances
  • How far? Where? Decompose?

16
Chapter 4 Vector Tools
  • 4.3.6 Applications of projection Reflections
  • Selfstudy.
  • 4.4 The Cross Product of Two Vectors
  • i j ka x b ax
    ay az bx by bz
  • Examples practice exercises Selfstudy.

17
Chapter 3 Windows, Viewports
  • Programming Task 2 Implement Case Study 3.6.1
    (Basic tilings), p. 138, in Hill.
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