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Projection

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The three elevations front-elevation top ... Angles VPN DOP Cabinet projection Oblique projection ... Projection After transforming the object to the ... – PowerPoint PPT presentation

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Title: Projection


1
Projection
  • Projection - the transformation of points from a
    coordinate system in n dimensions to a coordinate
    system in m dimensions where mltn.
  • We will be talking about projections from 3D to
    2D, where the 3D space represents a world
    coordinate system and the 2D space is a window
    which is mapped to a screen viewport.

2
Specifying a Projection
  • Two things must be specified
  • Projection plane and a center of projection.
  • Projection plane
  • A 2D coordinate system onto which the 3D image is
    to be projected. Well call this the VRP for
    view reference plane.
  • Center of projection
  • A point in space which serves as an end point for
    projectors. Well refer to this point as the
    COP. It is also called a PRP for a projection
    reference point.

3
Projectors
  • Projectors - a ray originating at the center of
    projection and passing through a point to be
    projected. Here is an example of a projection

4
Parallel Projection
  • A simple case of a projection is if the
    projectors are all in parallel.
  • What does this imply about the COP?

5
Direction of Projection
  • We cant specify the COP for parallel projection
  • Well use Direction of Project (DOP) instead

6
Some Trivia
  • Planar geometric projection
  • A projection onto a planar surface (planar) using
    straight lines (geometric).
  • Foreshortening
  • Varying lengths of lines due to angle of
    presentation and/or distance from center of
    projection. Applies to both parallel and
    perspective projections.

7
Orthographic Projections
  • Orthographic projection
  • parallel projection with the direction of
    projection and the projection plane normal
    parallel.
  • Elevation
  • an orthographic projection in which the view
    plane normal is parallel to an axis.
  • The three elevations
  • front-elevation
  • top-elevation (plan-elevation)
  • side-elevation.

8
Axonometric orthographic projections
  • Axonometric orthographic projections
  • Use projection planes which are not normal to an
    axis. They show more than one face of an object
    at a time. They induce uniform foreshortening
    unrelated to depth.
  • AOP preserves parallelism of lines. It does not
    preserve angles.

9
Isometric projection
  • Isometric projection
  • Axonometric orthographic projection where the
    projection plane normal (and the direction of
    projection) makes identical angles with each
    principle axis. How many of these are there?

10
Oblique Projection
  • Oblique projection
  • the projection plane normal and the direction of
    projection are at angles to each other.

DOP
VPN
11
Cavalier Projection
Why?
  • An Oblique projection
  • DOP is at 45 degree angle to VPN
  • Lines parallel to any axis are foreshortened
    equally. Lines parallel to the z axis appear at
    an angle a, which is dependent upon the direction
    of projection.
  • Two common projections have a as 45 and 30.

45o
30o
12
Cavalier Projection Angles
DOP
VPN
13
Cabinet projection
  • Oblique projection
  • projection plane normal is at an arctan(2)
    63.4 degree angle to the projection plane.
    (typically projecting onto the x,y plane)
  • Lines parallel to the axis defining the
    projection plane are foreshortened equally.
    Lines parallel to the projection plane normal are
    halved!

14
Cabinet Projection
DOP
63.4o
VPN
15
Parallel Projection
  • After transforming the object to the eye space,
    parallel projection is relative easy we could
    just drop the Z
  • Xp x
  • Yp y
  • Zp -d
  • We actually want to keep Z
  • why?

(Xp, Yp)
(x,y,z)
x
16
Parallel Projection (2)
  • OpenGL maps (projects) everything in the visible
    volume into a canonical view volume

(xmax, ymax, -far)
(1, 1, -1)
(xmin, ymin, -near)
(-1, -1, 1)
Canonical View Volume
glOrtho(xmin, xmax, ymin, ymax,
near, far)
17
Parallel Projection (3)
  • Transformation sequence
  • 1. Translation (M1) (-near zmax, -far
    zmin)
  • -(xmaxxmin)/2, -(ymaxymin)/2,
    -(zmaxzmin)/2
  • 2. Scaling (M2)
  • 2/(xmax-xmin), 2/(ymax-ymin),
    2/(zmax-zmin)

2/(xmax-xmin) 0
0 - (xmaxxmin)/(xmax-xmin) M2 x M1
0 2/(ymax-ymin) 0
- (ymaxymin)/(ymax-ymin)
0 0 2/(zmax-zmin)
-(zmaxzmin)/(zmax-zmin)
0 0 0
1
18
Perspective Projection
  • Perspective projections have projectors at angles
    to each other radiating from a center of
    projection.
  • Parallel lines not parallel to the projection
    plane will not appear parallel in the projection.

19
Vanishing Points
  • If not parallel?
  • If the lines are not parallel anymore, they must
    meet somewhere. In 3D space that point will be
    at infinity and is referred to as a vanishing
    point. There are an infinite number of vanishing
    points.
  • Axis vanishing points
  • Lines parallel to one of the major axis come to a
    vanishing point, these are called axis vanishing
    points. Only three axis vanishing points in 3D
    space.

20
Center of Projection in OpenGL
  • OpenGL always puts the center of projection at
    0,0,0
  • The projection plane is at z -d
  • This is sometimes called the focal length or f

21
Frustums
glFrustum(left,right,bottom,top,znear,zfar)
  • The region we can see is called the frustum

(right,top,-znear)
(0,0,0)
-zfar
(left,bottom,-znear)
znear and zfar are positive
22
gluPerspective
  • How do we get from
  • gluPerspective(fovy, aspect, znear, zfar)
  • To
  • glFrustum(left,right,bottom,top,znear,zfar)

23
fov to near frustum
(x,y,-znear)
-z
24
Projection Structure
Pinhole Camera Model of Projection
y
P(x,y,z)
x
Proportional!
P'(x',y',z')
-d
-z
25
Matrix for Perspective Projection?
  • We need division to do projection!
  • But, matrix multiplication only does
    multiplication and addition
  • What about

26
Homogenous Coordinates (again)
  • A 3D homogeneous coordinate
  • (x, y, z, w)
  • We had been saying that w is 1
  • But
  • (x, y, z, w) corresponds to (x/w, y/w, z/w)
  • Dividing by w is called homogenizing
  • If w1, x,y,z are unchanged.
  • But, if w-z/d?
  • (x/(-z/d), y/(-z/d), z/(-z/d)) (-dx/z, -dy/z,
    -d)

27
The Entire Viewing Process
  • Rotate world so that the COP is at 0,0,0 and DOP
    is parallel to the Z axis
  • Apply perspective projection
  • Homogenize
  • Viewport transformation

28
Viewport Transformation(Window to Viewport)
  • Window
  • Area of the projection plane
  • Typically some normalized area with 0,0 in the
    center
  • Viewport
  • Area of the computer display window
  • Example
  • (0, 0) to (640, 480)

29
Window to Viewport Example
  • Assume Window (-1,-1) to (1,1)
  • OpenGL calls these normalized device coordinates
  • Viewport (0, 0) to (640, 480)
  • OpenGL calls these window coordinates

30
Perspective Projection (6)
  • Final Projection Matrix

x 2N/(xmax-xmin) 0
(xmaxxmin)/(xmax-xmin) 0 x y
0 2N/(ymax-ymin) (ymaxymin)/(ymax-ym
in) 0 y z 0 0
-(F N)/(F-N)
-2FN/(F-N) z w 0 0
-1
0 1
glFrustum(xmin, xmax, ymin, ymax, N, F) N
near plane, F far plane
31
Within OpenGL
glBegin(GL_POLYGON) glVertex3dv(a)
glVertex3dv(b) glVertex3dv( c)glEnd()
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