general projection perspective projection perspective ...tmm/courses/314/vjan2007/... · ¥parallel...

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University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2007 Tamara Munzner http://www.ugrad.cs.ubc.ca/~cs314/Vjan2007 Viewing/Projections II Week 4, Mon Jan 29 2 News TA coverage in lab to answer questions Mon 2-3:30 Wed 2-3:30 Thu 12:30-2 easy way to read newsgroup • http://thecube.ca/webnews/newsgroups.php can post too if you create account 3 Reading for Today and Next Lecture FCG Chapter 7 Viewing FCG Section 6.3.1 Windowing Transforms RB rest of Chap Viewing RB rest of App Homogeneous Coords 4 Review: Camera Motion rotate/translate/scale difficult to control arbitrary viewing position eye point, gaze/lookat direction, up vector Peye Pref up view eye lookat y z x WCS 5 Review: World to View Coordinates translate eye to origin rotate view vector (lookat eye) to w axis rotate around w to bring up into vw-plane y z x WCS v u VCS Peye w Pref up view eye lookat = 1 0 0 0 2 e w e v e u M z y x z y x z y x w w w v v v u u u v w 6 Review: Moving Camera or World? two equivalent operations move camera one way vs. move world other way example initial OpenGL camera: at origin, looking along -z axis create a unit square parallel to camera at z = -10 translate in z by 3 possible in two ways camera moves to z = -3 Note OpenGL models viewing in left-hand coordinates camera stays put, but world moves to -7 resulting image same either way possible difference: are lights specified in world or view coordinates? 7 Projections I 8 Pinhole Camera ingredients box, film, hole punch result picture www.kodak.com www.pinhole.org www.debevec.org/Pinhole 9 Pinhole Camera theoretical perfect pinhole light shining through tiny hole into dark space yields upside-down picture film plane perfect pinhole one ray of projection 10 Pinhole Camera non-zero sized hole blur: rays hit multiple points on film plane film plane actual pinhole multiple rays of projection 11 Real Cameras pinhole camera has small aperture (lens opening) minimize blur problem: hard to get enough light to expose the film solution: lens permits larger apertures permits changing distance to film plane without actually moving it cost: limited depth of field where image is in focus aperture aperture lens lens depth depth of of field field http://en.wikipedia.org/wiki/Image:DOF-ShallowDepthofField.jpg 12 Graphics Cameras real pinhole camera: image inverted image image plane plane eye eye point point ν computer graphics camera: convenient equivalent image image plane plane eye eye point point center of center of projection projection 13 General Projection image plane need not be perpendicular to view plane image image plane plane eye eye point point image image plane plane eye eye point point 14 Perspective Projection our camera must model perspective 15 Perspective Projection our camera must model perspective 16 Perspective Projections classified by vanishing points one-point one-point perspective perspective two-point two-point perspective perspective three-point three-point perspective perspective

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Page 1: General Projection Perspective Projection Perspective ...tmm/courses/314/Vjan2007/... · ¥parallel lines do NOT remain parallel ¥e.g. rails vanishing at infinity ¥affine combinations

University of British ColumbiaCPSC 314 Computer Graphics

Jan-Apr 2007

Tamara Munzner

http://www.ugrad.cs.ubc.ca/~cs314/Vjan2007

Viewing/Projections II

Week 4, Mon Jan 29

2

News

• TA coverage in lab to answer questions• Mon 2-3:30

• Wed 2-3:30

• Thu 12:30-2

• easy way to read newsgroup• http://thecube.ca/webnews/newsgroups.php

• can post too if you create account

3

Reading for Today and Next Lecture

• FCG Chapter 7 Viewing

• FCG Section 6.3.1 Windowing Transforms

• RB rest of Chap Viewing

• RB rest of App Homogeneous Coords

4

Review: Camera Motion

• rotate/translate/scale difficult to control

• arbitrary viewing position• eye point, gaze/lookat direction, up vector

Peye

Pref

upview

eye

lookaty

z

xWCS

5

Review: World to View Coordinates

• translate eye to origin

• rotate view vector (lookat – eye) to w axis

• rotate around w to bring up into vw-plane

y

z

xWCS

v

u

VCS

Peyew

Pref

upview

eye

lookat

•−

•−

•−

=

1000

2 ew

ev

eu

Mzyx

zyx

zyx

www

vvv

uuu

vw

6

Review: Moving Camera or World?

• two equivalent operations• move camera one way vs. move world other way

• example• initial OpenGL camera: at origin, looking along -z axis

• create a unit square parallel to camera at z = -10

• translate in z by 3 possible in two ways• camera moves to z = -3

• Note OpenGL models viewing in left-hand coordinates

• camera stays put, but world moves to -7

• resulting image same either way• possible difference: are lights specified in world or view

coordinates?7

Projections I

8

Pinhole Camera

• ingredients• box, film, hole punch

• result• picture www.kodak.com

www.pinhole.org

www.debevec.org/Pinhole

9

Pinhole Camera

• theoretical perfect pinhole• light shining through tiny hole into dark space

yields upside-down picture

film plane

perfectpinhole

one rayof projection

10

Pinhole Camera

• non-zero sized hole• blur: rays hit multiple points on film plane

film plane

actualpinhole

multiple raysof projection

11

Real Cameras

• pinhole camera has smallaperture (lens opening)• minimize blur

• problem: hard to get enough lightto expose the film

• solution: lens• permits larger apertures

• permits changing distance to filmplane without actually moving it

• cost: limited depth of field whereimage is in focus

apertureaperture

lenslensdepthdepth

ofoffieldfield

http://en.wikipedia.org/wiki/Image:DOF-ShallowDepthofField.jpg12

Graphics Cameras

• real pinhole camera: image inverted

imageimageplaneplane

eyeeye point point

ν computer graphics camera: convenient equivalent

imageimageplaneplane

eyeeye point point

center ofcenter ofprojectionprojection

13

General Projection

• image plane need not be perpendicular to view plane

imageimageplaneplane

eyeeye point point

imageimageplaneplane

eyeeye point point

14

Perspective Projection

• our camera must model perspective

15

Perspective Projection

• our camera must model perspective

16

Perspective Projections

• classified by vanishing points

one-pointone-pointperspectiveperspective

two-pointtwo-pointperspectiveperspective three-pointthree-point

perspectiveperspective

Page 2: General Projection Perspective Projection Perspective ...tmm/courses/314/Vjan2007/... · ¥parallel lines do NOT remain parallel ¥e.g. rails vanishing at infinity ¥affine combinations

17

Projective Transformations

• planar geometric projections• planar: onto a plane

• geometric: using straight lines

• projections: 3D -> 2D

• aka projective mappings

• counterexamples?

18

Projective Transformations

• properties• lines mapped to lines and triangles to triangles

• parallel lines do NOT remain parallel• e.g. rails vanishing at infinity

• affine combinations are NOT preserved• e.g. center of a line does not map to center of

projected line (perspective foreshortening)

19

Perspective Projection

• project all geometry• through common center of projection (eye point)

• onto an image plane

xxzz xxzz

yy

xx

-z-z

20

Perspective Projection

how tall shouldthis bunny be?

projectionplane

center of projection(eye point)

21

Basic Perspective Projection

similar trianglessimilar triangles

→=z

y

d

y'

z

dyy

⋅='

zz

P(x,y,z)P(x,y,z)

P(P(xx’’,y,y’’,,zz’’))

zz’’=d=d

yy

z

dxx

⋅='

• nonuniform foreshortening• not affine

dz ='butbut→=z

x

d

x'

22

Perspective Projection

• desired result for a point [x, y, z, 1]T projectedonto the view plane:

• what could a matrix look like to do this?

dzdz

y

z

dyy

dz

x

z

dxx

z

y

d

y

z

x

d

x

==⋅

==⋅

=

==

',','

',

'

23

Simple Perspective Projection Matrix

d

dz

y

dz

x

/

/

24

Simple Perspective Projection Matrix

d

dz

y

dz

x

/

/ is homogenized version of

where w = z/d

dz

z

y

x

/

25

Simple Perspective Projection Matrix

=

10100

0100

0010

0001

/

z

y

x

ddz

z

y

x

d

dz

y

dz

x

/

/ is homogenized version of

where w = z/d

dz

z

y

x

/

26

Perspective Projection

• expressible with 4x4 homogeneous matrix• use previously untouched bottom row

• perspective projection is irreversible• many 3D points can be mapped to same

(x, y, d) on the projection plane

• no way to retrieve the unique z values

27

Moving COP to Infinity

• as COP moves away, lines approach parallel• when COP at infinity, orthographic view

28

Orthographic Camera Projection

• camera’s back planeparallel to lens

• infinite focal length

• no perspectiveconvergence

• just throw away z values

=

0

y

x

z

y

x

p

p

p

=

11000

0000

0010

0001

1

z

y

x

z

y

x

p

p

p

29

Perspective to Orthographic

• transformation of space• center of projection moves to infinity

• view volume transformed• from frustum (truncated pyramid) to

parallelepiped (box)

-z-z

xx

-z-z

xx

FrustumFrustum ParallelepipedParallelepiped

30

View Volumes

• specifies field-of-view, used for clipping

• restricts domain of z stored for visibility test

z

perspective view volumeperspective view volume orthographic view volumeorthographic view volume

x=left

x=right

y=top

y=bottom z=-near z=-farxVCS x

z

VCS

yy

x=lefty=top

x=right

z=-far

z=-neary=bottom

31

Canonical View Volumes

• standardized viewing volume representation

perspective orthographic

orthogonal

parallel

x or y

-z

1

-1

-1frontplane

backplane

x or y

-zfrontplane

backplane

x or y = +/- z

32

Why Canonical View Volumes?

• permits standardization• clipping

• easier to determine if an arbitrary point isenclosed in volume with canonical viewvolume vs. clipping to six arbitrary planes

• rendering• projection and rasterization algorithms can be

reused

Page 3: General Projection Perspective Projection Perspective ...tmm/courses/314/Vjan2007/... · ¥parallel lines do NOT remain parallel ¥e.g. rails vanishing at infinity ¥affine combinations

33

Normalized Device Coordinates

• convention• viewing frustum mapped to specific

parallelepiped• Normalized Device Coordinates (NDC)

• same as clipping coords

• only objects inside the parallelepiped getrendered

• which parallelepiped?• depends on rendering system

34

Normalized Device Coordinates

left/right x =+/- 1, top/bottom y =+/- 1, near/far z =+/- 1

-z-z

xx

FrustumFrustum

z=-nz=-n z=-fz=-f

rightright

leftleftzz

xx

x= -1x= -1z=1z=1

x=1x=1

Camera coordinatesCamera coordinates NDCNDC

z= -1z= -1

35

Understanding Z

• z axis flip changes coord system handedness• RHS before projection (eye/view coords)

• LHS after projection (clip, norm device coords)

x

z

VCS

yx=left

y=top

x=right

z=-far

z=-neary=bottom

x

z

NDCS

y

(-1,-1,-1)

(1,1,1)

36

Understanding Z

near, far always positive in OpenGL calls

glOrthoglOrtho(left,right,(left,right,botbot,top,near,far);,top,near,far); glFrustum glFrustum(left,right,(left,right,botbot,top,near,far);,top,near,far); glPerspective glPerspective((fovyfovy,aspect,near,far);,aspect,near,far);

orthographic view volumeorthographic view volume

x

z

VCS

yx=left

y=top

x=right

z=-far

z=-neary=bottom

perspective view volumeperspective view volume

x=left

x=right

y=top

y=bottom z=-near z=-farxVCS

y

37

Understanding Z

• why near and far plane?• near plane:

• avoid singularity (division by zero, or verysmall numbers)

• far plane:• store depth in fixed-point representation

(integer), thus have to have fixed range ofvalues (0…1)

• avoid/reduce numerical precision artifacts fordistant objects

38

Orthographic Derivation

• scale, translate, reflect for new coord sys

x

z

VCS

yx=left

y=top

x=right

z=-far

z=-neary=bottom

x

z

NDCS

y

(-1,-1,-1)

(1,1,1)

39

Orthographic Derivation

• scale, translate, reflect for new coord sys

x

z

VCS

yx=left

y=top

x=right

z=-far

z=-neary=bottom

x

z

NDCS

y

(-1,-1,-1)

(1,1,1)

byay +⋅='1'

1'

−=→=

=→=

yboty

ytopy

40

Orthographic Derivation

• scale, translate, reflect for new coord sys

byay +⋅='1'

1'

−=→=

=→=

yboty

ytopy

bottop

bottopb

bottop

topbottopb

bottop

topb

btopbottop

−−=

⋅−−=

⋅−=

+−

=

2)(

21

21

bbota

btopa

+⋅=−

+⋅=

1

1

bottopa

topbota

topabota

botatopa

botabtopab

−=

+−=

⋅−−⋅−=−−

⋅−−=⋅−

⋅−−=⋅−=

2

)(2

)()1(1

11

1,1

41

Orthographic Derivation

• scale, translate, reflect for new coord sys

x

z

VCS

yx=left

y=top

x=right

z=-far

z=-neary=bottom

byay +⋅='1'

1'

−=→=

=→=

yboty

ytopy

bottop

bottopb

bottopa

+−=

−=

2

same idea for right/left, far/near same idea for right/left, far/near 42

Orthographic Derivation

• scale, translate, reflect for new coord sys

P

nearfar

nearfar

nearfar

bottop

bottop

bottop

leftright

leftright

leftright

P

+−

+−

+−

=

1000

200

02

0

002

'

43

Orthographic Derivation

• scale, translate, reflect for new coord sys

P

nearfar

nearfar

nearfar

bottop

bottop

bottop

leftright

leftright

leftright

P

+−

+−

+−

=

1000

200

02

0

002

'

44

Orthographic Derivation

• scale, translate, reflect for new coord sys

P

nearfar

nearfar

nearfar

bottop

bottop

bottop

leftright

leftright

leftright

P

+−

+−

+−

=

1000

200

02

0

002

'

45

Orthographic Derivation

• scale, translate, reflect for new coord sys

P

nearfar

nearfar

nearfar

bottop

bottop

bottop

leftright

leftright

leftright

P

+−

+−

+−

=

1000

200

02

0

002

'

46

Orthographic OpenGL

glMatrixModeglMatrixMode(GL_PROJECTION);(GL_PROJECTION);glLoadIdentityglLoadIdentity();();glOrthoglOrtho(left,right,(left,right,botbot,top,near,far);,top,near,far);