Computer Graphics
3D Viewing
3D Viewing
Procedures for displaying views of a three-
dimensional scene on an output device
involve many aspects:
Generate a 3D scene with objects generally
defined with a set of surfaces forming a closed
boundary around the object interior.
Generate interior of 3D objects, if needed.
Project object surfaces views onto the surface of
a display device with 3D viewing pipeline.
Identification of visible parts.
Lighting effects and surface characteristics.
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3D Viewing (cont.)
Coordinate reference for obtaining a selected view of a three-dimensional scene.
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3D Viewing – Camera Analogy
The transformation process to produce the desired
scene for viewing is analogous to taking a photograph
with a camera. The steps with a camera (or a computer)
might be the following.
1. Set up your tripod and pointing the camera at the scene
(viewing transformation)
2. Arrange the scene to be photographed into the desired
composition (modeling transformation)
3. Choose a camera lens or adjust the zoom (projection
transformation)
4. Determine how large you want the final photograph to be - for
example, you might want it enlarged (viewport transformation)
After these steps are performed, the picture can be
snapped or the scene can be drawn.
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3D Viewing – Camera Analogy
(cont.)
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3D Viewing Pipeline
General three-dimensional transformation pipeline, from modeling coordinates
(MC) to world coordinates (WC) to viewing coordinates (VC) to projection
coordinates (PC) to normalized coordinates (NC) and, ultimately, to device
coordinates (DC).
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Explanation
The steps for computer generation of a view of 3D scene are
analogous to the process of taking photograph by a camera. For a
snapshot, we need to position the camera at a particular point in space
and then need to decide camera orientation. Finally when we snap the
shutter, the seen is cropped to the size of window of the camera and
the light from the visible surfaces is projected into the camera film
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Projections: Once world co-ordinate description of the
objects in a scene are converted to viewing co-ordinates, we
can project the three dimensional objects onto the two
dimensional view plane. There are two basic projection
methods:
Parallel projection: In parallel projection, co-ordinates
positions are transformed to the view plane along parallel
lines
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Prospective projection: In prospective projection, objects positions are
transformed to the view plane along lines that converge to a point called
projection reference point (center of projection). The projected view of an object
is determined by calculating the intersection of the projection lines with the view
plane
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View Volumes
View window - A rectangular area in the view plane which
controls how much of the scene is viewed. The edges of the view
window are parallel to the
View volume - formed by the view window and the type of
projection to be used. Only those objects within the view volume
will appear in the generated display. So we can exclude objects
that are beyond the view volume when we render the objects in
the scene.
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Some facts: Perspective effects depend on the positioning of the center point of
projection. If it is close to the view plane, perspective effects are emphasized, ie.
closer objects will appear larger than more distant objects of the same size. The
projected size of an object is also affected by the relative position of the object and
the view plane. 3D Viewing 11
Clipping
• The purpose of 3D clipping is to identify and save all
surface segments within the view volume for display on
the output device. All parts of objects that are outside the
view volume are discarded. Thus the computing time is
saved
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2D and 3D image in Matrix Form
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