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3D
VIEWING
1
Presented by: Rabin BK
BSc.CSIT 4th Semester
3-D viewing pipeline
 References
2
 The viewing-pipeline in 3 dimensions is almost the same as the 2D-viewing-
pipeline
 An additional projection step is done, which is the reduction of 3D-data onto a
projection plane after the definition of the viewing direction and orientation
3D viewing pipeline
3
Step 1 & 2: Object Coordinates and World-Coordinates
4
World Coordinate System Viewing Coordinate System
To convert world-coordinates to viewing-coordinates a series of simple
transformations is needed.
 Mainly a translation of the coordinate origins onto each other and afterwards 3
rotations, such that the coordinate-axes also coincide (two rotations for the first
axis, one for the second axis, and the third axis is already correct then).
All these transformations can be merged by multiplication into one matrix,
which looks about like this:
Step 3: Viewing-Coordinates
5
Step 4: Projection of object to viewing plane
6
View Plane
Parallel Projection
‱ Coordinate are transferred to viewing plane along parallel
lines.
‱ Preserves relative size of object’s portions.
‱ Projection can be perpendicular or oblique to viewing plane.
Step 4: Projection of object to viewing plane contd..
7
Perspective Projection
‱ Projection lines converge in a point behind viewing plane.
‱ Doesn’t preserve relative size but looks more realistic.
Step 4: Projection of object to viewing plane contd..
8
Orthogonal (orthographic) projections
‱ Projection lines are parallel to normal.
‱ Used in engineering and architecture.
‱ Length and angles can be measured directly from drawings.
Plane View
Side
Elevation
View
Front
Elevation
View
Step 5: Clipping Window and View Volume
9
Orthogonal
Projection View
Volume
Far
Clipping
Plane
Near
Clipping
Plane
View
Plane
Clipping
window
‱ Before projecting, we need to eliminate
the portion of scene that is outside the
viewing frustum
‱ Need to clip objects to the frustum
(truncated pyramid)
 This coordinate system refers to a subset of the screen space where the model window is
to be displayed.
 Typically the viewport will occupy the entire screen window, or even the entire screen,
but it is also possible to set up multiple smaller viewports within a single screen window.
 The normalized view volume cube extending from 1, 1, 1 to -1, -1, -1 is mapped to a
screen viewport, extending from xvmin , yvmin to xvmax , yvmax
Step 6: 3D Viewport Transformation
10
Step 6: 3D Viewport Transformation
11
 
   
 
min min
max max
The normalized view volume cube extending from 1, 1, 1 to
1,1,1 is mapped to a screen viewport, extending from ,
to , . information is stored for depth calculations. is
often
xv yv
xv yv z z
  
max min max min
max min max min
normviewvol,
3D screen
renormalized to the range from 0 to 1.0, yielding:
0 0
2 2
0 0
2 2
1 1
0 0
2 2
0 0 0 1
xv xv xv xv
yv yv yv yv
  ïƒč
ïƒȘ ïƒș
ïƒȘ ïƒș
 ïƒȘ ïƒș
ïƒȘ ïƒș
ïƒȘ ïƒș
ïƒȘ ïƒș
ïƒȘ ïƒș
ïƒȘ ïƒș
 
M
The normalized view volume cube extending
from 1, 1, 1 to -1, -1, -1 is mapped to a screen
viewport, extending from xvmin , yvmin to xvmax ,
yvmax
References
‱ https://www.cs.uic.edu/~jbell/CourseNotes/ComputerGraphics/Coordin
ates.html
‱ http://www.di.ubi.pt/~agomes/cg/teoricas/05e-viewing.pdf
‱ https://www.cs.drexel.edu/~david/Classes/CS430/Lectures/L-
12_Intro3DViewing.6.pdf
‱ https://www.cs.cmu.edu/afs/cs/academic/class/15462-
s09/www/lec/06/lec06.pdf
12
Queries
13

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Graphics_3D viewing

  • 1. 3D VIEWING 1 Presented by: Rabin BK BSc.CSIT 4th Semester
  • 3.  The viewing-pipeline in 3 dimensions is almost the same as the 2D-viewing- pipeline  An additional projection step is done, which is the reduction of 3D-data onto a projection plane after the definition of the viewing direction and orientation 3D viewing pipeline 3
  • 4. Step 1 & 2: Object Coordinates and World-Coordinates 4 World Coordinate System Viewing Coordinate System
  • 5. To convert world-coordinates to viewing-coordinates a series of simple transformations is needed.  Mainly a translation of the coordinate origins onto each other and afterwards 3 rotations, such that the coordinate-axes also coincide (two rotations for the first axis, one for the second axis, and the third axis is already correct then). All these transformations can be merged by multiplication into one matrix, which looks about like this: Step 3: Viewing-Coordinates 5
  • 6. Step 4: Projection of object to viewing plane 6 View Plane Parallel Projection ‱ Coordinate are transferred to viewing plane along parallel lines. ‱ Preserves relative size of object’s portions. ‱ Projection can be perpendicular or oblique to viewing plane.
  • 7. Step 4: Projection of object to viewing plane contd.. 7 Perspective Projection ‱ Projection lines converge in a point behind viewing plane. ‱ Doesn’t preserve relative size but looks more realistic.
  • 8. Step 4: Projection of object to viewing plane contd.. 8 Orthogonal (orthographic) projections ‱ Projection lines are parallel to normal. ‱ Used in engineering and architecture. ‱ Length and angles can be measured directly from drawings. Plane View Side Elevation View Front Elevation View
  • 9. Step 5: Clipping Window and View Volume 9 Orthogonal Projection View Volume Far Clipping Plane Near Clipping Plane View Plane Clipping window ‱ Before projecting, we need to eliminate the portion of scene that is outside the viewing frustum ‱ Need to clip objects to the frustum (truncated pyramid)
  • 10.  This coordinate system refers to a subset of the screen space where the model window is to be displayed.  Typically the viewport will occupy the entire screen window, or even the entire screen, but it is also possible to set up multiple smaller viewports within a single screen window.  The normalized view volume cube extending from 1, 1, 1 to -1, -1, -1 is mapped to a screen viewport, extending from xvmin , yvmin to xvmax , yvmax Step 6: 3D Viewport Transformation 10
  • 11. Step 6: 3D Viewport Transformation 11         min min max max The normalized view volume cube extending from 1, 1, 1 to 1,1,1 is mapped to a screen viewport, extending from , to , . information is stored for depth calculations. is often xv yv xv yv z z    max min max min max min max min normviewvol, 3D screen renormalized to the range from 0 to 1.0, yielding: 0 0 2 2 0 0 2 2 1 1 0 0 2 2 0 0 0 1 xv xv xv xv yv yv yv yv   ïƒč ïƒȘ ïƒș ïƒȘ ïƒș  ïƒȘ ïƒș ïƒȘ ïƒș ïƒȘ ïƒș ïƒȘ ïƒș ïƒȘ ïƒș ïƒȘ ïƒș   M The normalized view volume cube extending from 1, 1, 1 to -1, -1, -1 is mapped to a screen viewport, extending from xvmin , yvmin to xvmax , yvmax
  • 12. References ‱ https://www.cs.uic.edu/~jbell/CourseNotes/ComputerGraphics/Coordin ates.html ‱ http://www.di.ubi.pt/~agomes/cg/teoricas/05e-viewing.pdf ‱ https://www.cs.drexel.edu/~david/Classes/CS430/Lectures/L- 12_Intro3DViewing.6.pdf ‱ https://www.cs.cmu.edu/afs/cs/academic/class/15462- s09/www/lec/06/lec06.pdf 12