Beruflich Dokumente
Kultur Dokumente
Viewing in 3-D
Vikas Kurdia
(Asst. Professor C.S. Department)
(M.Tech Coordinator C.S. & I.T. Department)
Contents
In today’s lecture we are going to have a look
at:
Transformations in 3-D
How do transformations in 3-D work?
3-D homogeneous coordinates and matrix based
transformations
Projections
History
Geometrical Constructions
Types of Projection
coordinatey axis
space
z
x
Right-Hand
z axis x axis Reference System
Translations In 3-D
Totranslate a point in three dimensions by
Images taken from Hearn & Baker, “Computer Graphics with OpenGL” (2004)
(x, y, z)
(x’, y’, z’)
Translated Position
Scaling In 3-D
Scaled Position
Rotations In 3-D
When we performed rotations in two dimensions
we only had the choice of rotating about the z axis
then be represented
as matrices x P
y
z
z
P(x, y, z) = 1
x
z axis x axis
3D Transformation Matrices
1 0 0 dx sx 0 0 0
dy 0 0 Scaling by
Translation by 0 1 0 sy 0
dx, dy, dz 0 0 1 dz 0 0 sz 0 sx, sy, sz
0 0 0 1 0 0 0 1
cos θ 0 sin θ 0
1 0 0 0 0 1 0 0 cos θ − sin θ 0 0
0 cos θ − sin θ 0 − sin θ 0 cos θ 0 sin θ cos θ 0 0
0 sin θ cos θ 0 0 0 0 1 0 0 1 0
0 0 0 1 0 0 0 1
Rotate About X-Axis Rotate About Y-Axis Rotate About Z-Axis
Images taken from Hearn & Baker, “Computer Graphics with OpenGL” (2004)
Picture Plane
Objects in
World Space
Orthographic Projection
Isometric Projection
Isometric Projections
Isometricprojections have been used in
computer games from the very early days
of the industry up to today
perspective views
The most common are one-point and two
point perspectives
Two-Point
Perspective
One Point Perspective
Projection
Projection
Elements Of A Perspective Projection
Virtual
Camera
The Up And Look Vectors
The look vector
Projection of
up vector
Up vector
Look vector indicates the
direction in which the camera is
pointing
ThePosition
up vector determines how the
camera is rotated
For example, is the camera held vertically or
horizontally
Summary
In today’s lecture we looked at:
Transformations in 3-D
Very similar to those in 2-D
Projections
3-D scenes must be projected onto a 2-D image plane
Lots of ways to do this
• Parallel projections
• Perspective projections
The virtual camera
Who’s Choosing Graphics?
A couple of quick questions for you:
Who is choosing graphics as an option?
Are there any problems with option time-
tabling?
What do you think of the course so far?
Is it too fast/slow?
Is it too easy/hard?
Geometric Entities.
Lines,
Filled
Areas,
Colours
Polygons
Output Primitives -
Lines and Points
Output Primitives - Circles
Output Primitives - Polygon
Properties of the Output Primitives
How it is displayed:
Intensity
Colour
Style
Pattern
Geometric Transformation
rotation
scaling
Algorithms
Point Clipping
Line Clipping
Polygon Clipping
Text Clipping
Two Dimensional Viewing
3D Object Representation
Object Boundaries:
Plane,
Curved Surfaces
Object Interiors:
Solid Objects:
Boundary Representation
Space-partition Representation
3D Object Representation
3D Transformation
Transformation
translation, rotation, scaling
Rotation in 3D
a composite of 3 rotations
X-axis rotation
3D Transformation
3D Display
Perspective
Projection transformation
Clipping
Parallel Projection
Perspective Projection
Different Viewing Directions
Changing of Reference Point
3D Surface
3D Surface Detection:
Identify
the visible surface
example: ray-casting method
Depth Cueing
the intensity of lines decreases from the front to
the back of the object.
3D Surface Detection
Depth Cueing
Types of Depth Cues
Stereoscopic display (different image for
different eye)
Hidden lines/surface removal
Depth weighting (less intensity for distant
object)
Illumination (surface lighting)
Rotation (cine loops)
Surface Illumination
Surface illumination:
the intensity of light that we should see.
Surface rendering algorithm
calculation of the light based on physical laws.
Radiosity algorithm: based on the propagation
of radiant energy between the surface and the
source.
Surface Illumination
Shading Techniques
Reflection and Transparency
Radiosity
Lighting Conditions
Colours in Computer Graphics
Colour Models
Colour Model:
Themethod for explaining the properties or
behaviour of colour within some particular
context.
RGB Model:
based on tristimulus theory
Colour Models
Grey Scale
Logarithmic & Exponential
Colour Translation
Pseudo Colour Display
True Colour Display
3D Display in Nuclear Medicine
Slice-and-Dice Display
orthogonal slices, oblique slices
Ray Tracing – Volume Rendering
- summed projection, maximum activity projection,
volumeric compositing.
Surface Rendering
polygon tiling, binary voxel rendering.
Mapping
Bull’s eye, cylindrical display
Slice-and-Dice
Ray Tracing
Surface Rendering
Volume Rendering
Bull’s Eye Mapping
Clinical Applications in Nuclear
Medicine
Hot Spot Imaging
Volume rendering with maximum activity projection
Cardiac Imaging
Perfusion imaging(Bull’s eye), surface rendering with colour.
Functional imaging (oxygen consumption), colouring blood-pool
surface.
Gated Blood Pool Studies: cine display, surface rendering,
maximum activity projection.
Brains.
Viewing in 3D
Projections
Display device (a screen) is 2D…
How do we map 3D objects to 2D space?
2D to 2D is straight forward…
2D window to world.. and a viewport on the 2D surface.
Clip what won't be shown in the 2D window, and map
the remainder to the viewport.
3D to 2D is more complicated…
Solution : Transform 3D objects on to a 2D plane using
projections
Projections
In 3D…
View volume in the world
Projection onto the 2D projection plane
A viewport to the view surface
Process…
1… clip against the view volume,
2… project to 2D plane, or window,
3… map to viewport.
Projections
Conceptual Model of the 3D viewing process
Projections
Projections: key terms…
Projection from 3D to 2D is defined by straight projection
rays (projectors) emanating from the 'center of projection',
passing through each point of the object, and intersecting
the 'projection plane' to form a projection.
Types of projections
2 types of projections
perspective and parallel.
Can
categorise perspective projections by the
number of principle vanishing points, and the
number of axes the projection plane cuts.
Perspective Projections
Projection plane
x x p (x,y,z)
= s
z+d d ps(xs,ys)
C z
x
xs =
z d
1+
d d
y C z
ys =
z By similar triangles: ps(xs,ys)
1+
d
p (x,y,z)
Projection plane
y
Perspective Projections
xs 1 0 0 0 x
ys 0 1 0 0 y
0 = .
0 0 0 0 z
z
1 + 0 0 1/ d 1 1
d
xs
z
x s 1 +
d
y
s ys
0 = z
z 1 +
1 + d
d 0
1
Parallel Projections
2 principle types:
orthographic and oblique.
Orthographic :
direction of projection = normal to the projection plane.
Oblique :
direction of projection != normal to the projection plane.
Parallel Projections
Orthographic (or orthogonal) projections:
front elevation, top-elevation and side-elevation.
all have projection plane perpendicular to a principle axes.