1 / 28

SE 313 – Computer Graphics

SE 313 – Computer Graphics. Lecture 8 : Transformations and Projections Lecturer: Gazihan Alankuş. Plan for Today. Post-exam talk Revisit transformations Projections. Exam Talk. Go over exam questions. Transformations (summary). Three types of linear transformations

quanda
Download Presentation

SE 313 – Computer Graphics

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. SE 313 – Computer Graphics Lecture 8: Transformations and Projections Lecturer: GazihanAlankuş

  2. Plan for Today • Post-exam talk • Revisit transformations • Projections

  3. Exam Talk • Go over exam questions

  4. Transformations (summary) • Three types of linear transformations • Translation (point-vector addition) • Rotation (3x3 matrix multiplication) • Scale (vector-scalar multiplication)

  5. Transformations (summary) • Three types of linear transformations • Translation (point-vector addition) • Rotation (3x3 matrix multiplication) • Scale (vector-scalar multiplication) • Cannot combine these operations in one type of operation • Convert them to one type of operation (not possible unless you use homogeneous coordinates)

  6. Transformations (summary) • Homogeneous coordinates enable us to represent translation, rotation and scale using 4x4 matrix multiplications. • This way we can combine them easily by multiplying matrices together. The resulting matrix is another transformation.

  7. Transformations (summary) • 4x4 matrices that are combinations of translation, rotation and scale Rotation and scale Translation 0 0 0 1

  8. Transformations (summary) • You can read the local coordinate frame from 4x4 transformation matrices Rotation and scale Translation The x, y and z axes of thelocal frame Where in the world the local frame’s origin is 0 0 0 1

  9. Transformations (summary) • Intuitive understanding of transformations • Local-to-world: insert new transformations near the wall (world) • World-to-local: insert new transformations near the object

  10. Transformations (summary) • Quaternions: data structure for rotation • Useful for animations • Ways of representing rotations One axis, one angle 3x3 matrix Quaternion Three angles (euler angles) Best interpolation (slerp) Great-looking animations

  11. Plan for Today • Post-exam talk • Revisit transformations • Projections

  12. Projection • Projections from 3D to 2D • Taking pictures of the virtual world [Images are borrowed from http://db-in.com]

  13. Projection Types • Perspective projection • Just like our eyes and cameras • Orthographic projection • Architectural drawing with no distance distortion

  14. Orthographic vs. Perspective Projection [Images are borrowed from http://db-in.com]

  15. Orthographic Projection • Get the 3D world, compress it on a 2D paper [engineeringtraining.tpub.com]

  16. Orthographic Projection • Great for isometric games (Starcraft, Diablo I-II) • No depth sensation

  17. Orthographic Projection in Blender • Select the camera • The viewport is defined by the render output size • Camera has • Scale • Start and end clipping distances

  18. Perspective Projection • Take the picture of the world from a single point

  19. Perspective Projection • What parameters do I need?

  20. Perspective Projection

  21. Perspective Projection • How do you do it mathematically? • Also using a 4x4 matrix [songho.ca]

  22. Perspective Projection • Let’s try to make sense of it very simply 0 0 0 0 0 0 Translating in z 0 0 -1 0 Output’s w depends on input’s z The further it is in z, the smaller it will get

  23. Perspective Projection • What that matrix does

  24. Perspective Projection in Blender • Select the camera • The viewport is defined by the render output size • Camera has • Field of view angle • Start and end clipping distances

  25. Perspective vs Orthographic Projection Fov=60◦, distance = 1 Fov=30◦, distance = 3 Perspective Fov=10◦, distance = 5 Fov=0◦, distance = Orthographic

  26. Perspective vs Orthographic Projection • Orthographic camera is a perspective camera where the camera is at the infinity and the field of view angle is zero

  27. Perspective vs Orthographic Projection • In this transition, the size of the arrow in the image stays the same • This is also "called the “dolly-zoom”,“Hitchcock zoom”, or “vertigo effect” • Demonstration in Unity and sample scenes from movies

  28. For next week • No homework • Study what we learned today, there will be a quiz • Next week, a part of the lab will be about projection

More Related