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cg08

This lecture covers the concepts of viewing and projections in computer graphics, explaining how 3D scenes are projected onto 2D images. It discusses various viewing techniques, including external and internal viewing, and outlines different types of projections such as orthographic and perspective. Additionally, the lecture addresses the computation of viewing rays and the behavior of shadow rays in rendering.

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0% found this document useful (0 votes)
11 views

cg08

This lecture covers the concepts of viewing and projections in computer graphics, explaining how 3D scenes are projected onto 2D images. It discusses various viewing techniques, including external and internal viewing, and outlines different types of projections such as orthographic and perspective. Additionally, the lecture addresses the computation of viewing rays and the behavior of shadow rays in rendering.

Uploaded by

Olacia Born
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Computer Graphics

Lecture 08
Fasih ur Rehman
Last Class

• Ray Tracing
Today’s Agenda

• Viewing
– Perspectives
– Projections
Viewing

• Process of seeing a scene is regarded as viewing.


– The world or scenes are in three dimensions (3D)
– A 3D Scene has to be “projected” in 2D
– A Synthetic camera has to be modeled
Viewing Problems

• Where a viewer is located (Location)


• Viewing Plane
• The visible portion of the scene
– i. e., what can be seen (clipping)
• Maintaining relation between objects
– Parallel lines
– Angles
– Distances
• Relation to the viewer
Scenes and Objects

• Viewing a scene or object


– Some viewing techniques perform better in viewing
objects than a whole scene.
• External Viewing: Viewing an object from outside
e. g. a building
• Internal Viewing: viewing from inside. e.g. internal
of a building specially in games.

Projections

• Project N-Dimensions Coordinates onto <N


Dimensions Coordinates
Projections

• When projection lines are parallel and


perpendicular to the image plane, the resulting
views are called orthographic.
Projections

• The image plane is perpendicular to the view


direction, the projection is called orthographic
otherwise it is called oblique
Perspective

• The process of creating 2D images of 3D


objects/scenes
• In linear perspective, 3D objects are projected
onto an image plane in such a way that straight
lines in the scene become straight lines in the
image.
• Parallel Projection: 3D points are mapped to 2D
by moving them along a projection direction until
they hit the image plane
View Classification

• Parallel
– Orthographic
• Top (Plan)
• Front
• Side
• Axiometric
– Oblique
• Cabinet
• Cavalier
• Other
• Perspective
– One-Point
– Two-Point
– Three-Point
Creating View

• In three-point perspective, an artist picks


“vanishing points” where parallel lines meet.
Parallel horizontal lines will meet at a point on the
horizon. Every set of parallel lines has its own
vanishing points. These rules are followed
automatically if we implement perspective based
on the correct geometric principles.
Computing Viewing Rays

• We start by ‘shooting’ rays from the camera out into


the scene
• We can render the pixels in any order we choose
(even in random order!), but we will keep it simple
and go from top to bottom, and left to right
• We loop over all of the pixels and generate an initial
primary ray (also called a camera ray or eye ray)
• The ray origin is simply the camera’s position in
world space
• The direction is computed by first finding the 4
corners of a virtual image in world space, then
interpolating to the correct spot, and finally
computing a normalized direction from the camera
position to the virtual pixel
Shadow Rays
• Shadow rays behave slightly differently from
primary (and secondary) rays
• Normal rays (primary & secondary) need to know
the first surface hit and then compute the color
reflected off of the surface
• Shadow rays, however, simply need to know if
something is hit or not
• In other words, we don’t need to compute any
additional shading for the ray and we don’t need
to find the closest surface hit
• This makes them a little faster than normal rays
Summary

• Perspectives
• Projections
References

• Fundamentals of Computer Graphics Third Edition


by Peter Shirley and Steve Marschner
• Interactive Computer Graphics, A Top-down
Approach with OpenGL (Third Edition) by Edward
Angel.

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