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Introduction to constructive graphics

Introduction to constructive graphics Basic ideas - Coordinate systems - Graphics viewing pipeline “The art of 3D graphics is the art of fooling the brain into thinking that it sees a 3D object painted on a flat screen.” Coordinate systems in 3D computer graphics Left and Right handed

Thomas
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Introduction to constructive graphics

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  1. Introduction to constructive graphics Basic ideas - Coordinate systems - Graphics viewing pipeline

  2. “The art of 3D graphics is the art of fooling the brain into thinking that it sees a 3D object painted on a flat screen.”

  3. Coordinate systems in 3D computer graphics • Left and Right handed • Local • 3D World • 3D Viewport • Camera

  4. 3-Dimensional coordinate systems left handed right handed Z axis goes "into" the page Z axis goes "out" of the page

  5. In this course we use left-handed coordinate system

  6. Left-handed coordinate system

  7. Local • preferred system for construction of object parts • 3D Cartesian system • Object vertices centred about the local origin Y Z X

  8. Y Y Z X Z X 3D World • 3D Cartesian coordinate system • arbitrary centre, handedness and orientation • used in the construction stage Y Z X

  9. 3D Viewport • similar to a 3D word coordinates • uses normalised 3D coordinates • used if device independence is important

  10. Camera coordinate system • used to define the view onto the 3D world that the user will see on the screen • centre (0,0,0) is located at the Imaginary User’s eye • axes oriented such that • one indicates the direction in which the User looks; • the second indicates roughly the “up” direction • the third indicates the handedness

  11. U U Y N N Z X V V

  12. U Y N Z X V 2D Window • 2D system related to screen coordinates

  13. 2D Viewport • similar to 2D Window system • uses normalised 2D coordinates • If 3D Viewport is used, the Camera will first generate 2D Viewport, which will be then converted to 2D window.

  14. Graphics viewing pipeline Graphics viewing pipeline describes a sequence of graphics operations needed to display a 3D object on a graphics device.

  15. 3D construction

  16. Viewpoint specification Viewpoint specification 3D world Y Z coordinates X

  17. Viewing volume specification Viewing volume specification 1 3D ( normalised) 1 Coordinates) Y Z 0 X 1

  18. Viewing projection Projection onto a 1 viewing surface 2D Y ( normalised) Coordinates) 0 X 1

  19. Display X 0 Display Y 2D coordinates

  20. Realistic features Realism 3D / 2D coordinates

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