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CS5310 Graduate Computer Graphics

CS5310 Graduate Computer Graphics. Prof. Harriet Fell Spring 2011 Lecture 3 – February 2, 2011. Today’s Topics. From 3D to 2D 2 Dimensional Viewing Transformation http://www.siggraph.org/education/materials/HyperGraph/viewing/view2d/2dview0.htm Viewing – from Shirley et al. Chapter 7

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CS5310 Graduate Computer Graphics

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  1. CS5310Graduate Computer Graphics Prof. Harriet Fell Spring 2011 Lecture 3 – February 2, 2011

  2. Today’s Topics • From 3D to 2D • 2 Dimensional Viewing Transformationhttp://www.siggraph.org/education/materials/HyperGraph/viewing/view2d/2dview0.htm • Viewing – from Shirley et al. Chapter 7 • Recursive Ray Tracing • Reflection • Refraction

  3. Scene is from my photo of Estes Park – Harriet Fell Kitchen window from http://www.hoagy.org/cityscape/graphics/cityscapeAtNight.jpg

  4. (1, 1) (-1, -1)

  5. from a 3D World to a 2D Screen When we define an image in some world coordinate system, to display that image we must somehow map the image to the physical output device. • Project 3D world down to a 2D window (WDC). • Transform WDC to a Normalized Device Coordinates Viewport (NDC). • Transform (NDC) to 2D physical device coordinates (PDC).

  6. 2 Dimensional Viewing Transformationhttp://www.siggraph.org/education/materials/HyperGraph/viewing/view2d/2dview0.htm • Window • Example: Want to plot x vs. cos(x) for x between 0.0 and 2Pi. The values of cos x will be between -1.0 and +1.0. So we want the window as shown here.

  7. 2D Viewing Transformation World Viewport Device

  8. Pixel Coordinates y y = 4.5 (0,3) (3,2) x (0,0) y = -03.5 x = 4.5 x = -0.5

  9. y (-1,1) reflect x (1,-1) scale (-nx/2,ny/2) y translate x (nx/2,-ny/2) Canonical View to Pixels y (1,1) x (-1,-1) (-0.5, ny--0.5) y x (nx-0.5, -0.5)

  10. 2D Rectangle to Rectangle w1 (a, b) w2 (c, d) h1 h2 (0, 0) T(c, d) T(-a, -b) S(w2/w1, h2/h1)

  11. Canonical View Volume z (1,1,1) y x (-1,-1,-1)

  12. Orthographic Projection (r,t,f) y (l,b,n) z x left bottom near right top far

  13. Orthographic Projection Math

  14. Orthographic Projection Math

  15. Arbitrary View Positions v = wxu gaze the view-up eye w = -g ||g|| u = txw ||txw||

  16. Arbitrary Position Geometry v w e (u=l,v=b,w=n) z u o (u=r,v=t,w=f) x y

  17. Arbitrary Position Transformation Move e to the origin and align (u, v, w) with (x, y, z). Compute M = MoMv. For each line segment (a,b) p = Ma, q = Mb, drawline(p,q).

  18. Perspective Projection (l,b,n) y (r,t,f) z x

  19. Lines to Lines

  20. Perspective Geometry View plane y ys e g n z ys = (n/z)y

  21. Perspective Transformation The perspective transformation should take Where p(n) = n p(f) = f and nz1> z2f implies p(z1) > p(z2). P(z) = n + f – fn/z satisfies these requirements.

  22. Perspective Transformation is not a linear transformation. is a linear transformation.

  23. The Whole Truth about Homogeneous Coordinates A point in 2-space corresponds to a line through the origin in 3-space minus the origin itself. A point in 3-space corresponds to a line through the origin in 4-space minus the origin itself.

  24. Homogenize

  25. Perspective Transformation Matrix Compute M = MoMpMv. For each line segment (a,b) p = Ma, q = Mb, drawline(homogenize(p), homogenize(q)).

  26. Viewing for Ray-TracingSimplest Views screen (0, 0, 0) (wd/s, ht/2, d) (wd, ht, 0)

  27. (0, 0, 0) |p|j (w/2, h/2, n) -nk (w, h, 0) A Viewing System for Ray-Tracing w h perp gaze eye (ex, ey, ez) = near distance = |g| You need a transformation that sends (ex, ey, ez) to (w/2, h/2, n) g to –nk p to |p|j

  28. Time for a Break

  29. Recursive Ray Tracing Adventures of the 7 Rays - Watt Specular Highlight on Outside of Shere

  30. Recursive Ray Tracing Adventures of the 7 Rays - Watt Specular Highlight on Inside of Sphere

  31. Recursive Ray Tracing Adventures of the 7 Rays - Watt Reflection and Refraction of Checkerboard

  32. Recursive Ray Tracing Adventures of the 7 Rays - Watt Refraction Hitting Background

  33. Recursive Ray Tracing Adventures of the 7 Rays - Watt Local Diffuse Plus Reflection from Checkerboard

  34. Recursive Ray Tracing Adventures of the 7 Rays - Watt Local Diffuse in Complete Shadow

  35. Recursive Ray Tracing Adventures of the 7 Rays - Watt Local Diffuse in Shadow from Transparent Sphere

  36. Recursive Ray-Tracing • How do we know which rays to follow? • How do we compute those rays? • How do we organize code so we can follow all those different rays?

  37. select center of projection(cp) and window on view plane; for (each scan line in the image ) { for (each pixel in scan line ) { determine ray from the cp through the pixel; pixel = RT_trace(ray, 1);}} // intersect ray with objects; compute shade at closest intersection // depth is current depth in ray tree RT_color RT_trace (RT_ray ray; int depth){ determine closest intersection of ray with an object; if (object hit) { compute normal at intersection; return RT_shade (closest object hit, ray, intersection, normal, depth);} else return BACKGROUND_VALUE; }

  38. // Compute shade at point on object, // tracing rays for shadows, reflection, refraction. RT_color RT_shade ( RT_object object, // Object intersected RT_ray ray, // Incident ray RT_point point, // Point of intersection to shade RT_normal normal, // Normal at point int depth ) // Depth in ray tree { RT_color color; // Color of ray RT_ray rRay, tRay, sRay;// Reflected, refracted, and shadow ray color = ambient term ; for ( each light ) { sRay = ray from point to light ; if ( dot product of normal and direction to light is positive ){ compute how much light is blocked by opaque and transparent surfaces, and use to scale diffuse and specular terms before adding them to color;}}

  39. if ( depth < maxDepth ) {// return if depth is too deep if ( object is reflective ) { rRay = ray in reflection direction from point; rColor = RT_trace(rRay, depth + 1); scale rColor by specular coefficient and add to color; } if ( object is transparent ) { tRay = ray in refraction direction from point; if ( total internal reflection does not occur ) { tColor = RT_trace(tRay, depth + 1); scale tColor by transmission coefficient and add to color; } } } return color; // Return the color of the ray }

  40. VN VN Computing R V + R=(2 VN) N R = (2 VN) N - V R V N V+R R V  

  41. Reflections, no Highlight

  42. Second Order Reflection

  43. Refelction with Highlight

  44. Nine Red Balls

  45. Refraction N I I T T -N

  46. Refraction and Wavelength N I I T T -N

  47. sin(I) cos(I) M Computing T I = - sin(I)M + cos(I)N N T = sin(T)M - cos(T)N I I How do we compute M, sin(T), and cos(T)? We look at this in more detail T T -N

  48. cos(T) I x sin(T) Computing T T T -N

  49. I Computing T I Parallel to I T T -N cos(T) I = x sin(T)

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