All the information regarding 3D viewing is here. The whole presentation consists mainly of 3D viewing pipeline. This slide will make you clear about how one can have a 3d viewing of an object.
3. ï§ The viewing-pipeline in 3 dimensions is almost the same as the 2D-viewing-
pipeline
ï§ 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
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4. Step 1 & 2: Object Coordinates and World-Coordinates
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World Coordinate System Viewing Coordinate System
5. ï§To convert world-coordinates to viewing-coordinates a series of simple
transformations is needed.
ï§ 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).
ï§All these transformations can be merged by multiplication into one matrix,
which looks about like this:
Step 3: Viewing-Coordinates
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6. Step 4: Projection of object to viewing plane
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View Plane
Parallel Projection
âą Coordinate are transferred to viewing plane along parallel
lines.
âą Preserves relative size of objectâs portions.
âą Projection can be perpendicular or oblique to viewing plane.
7. Step 4: Projection of object to viewing plane contd..
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Perspective Projection
âą Projection lines converge in a point behind viewing plane.
âą Doesnât preserve relative size but looks more realistic.
8. Step 4: Projection of object to viewing plane contd..
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Orthogonal (orthographic) projections
âą Projection lines are parallel to normal.
âą Used in engineering and architecture.
âą 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
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Orthogonal
Projection View
Volume
Far
Clipping
Plane
Near
Clipping
Plane
View
Plane
Clipping
window
âą Before projecting, we need to eliminate
the portion of scene that is outside the
viewing frustum
âą Need to clip objects to the frustum
(truncated pyramid)
10. ï§ This coordinate system refers to a subset of the screen space where the model window is
to be displayed.
ï§ 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.
ï§ 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
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