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Lecture10-视图Viewing-I,ideas视图旋转,viewing,viewingarea,viewingdirection,viewingangle,viewingpositions,三视图,忄生交视频播放视图,兼容性视图设置在哪
CS 455 – Computer Graphics Viewing Transformations I Graphics Pipeline Viewing Transformations Projection: take a point from m dimensions to n dimensions where n m There are essentially two types of viewing transforms: Orthographic: parallel projection Points project directly onto the view plane In eye/camera space (after viewing transformation): drop z Perspective: convergent projection Points project through the origin onto the view plane In eye/camera space (after viewing transformation): divide by z Parallel Projections We will deal only with Orthographic Projection direction is parallel to projection plane normal Center of projection (COP) is at infinity Projectors from COP are parallel Parallel lines remain parallel All angles are preserved for faces parallel to the projection plane Orthographic Projection Points project orthogonally onto (i.e., normal to) the view plane: Projection lines are parallel Projection Environment Parallel Projection Parallel Projection Parallel Projection Parallel Projection 平行投影---正投影:三视图:正视图(oxz)、侧视图(oyz)和俯视图(oxy) Perspective Projection Perspective Projection Points project through the focal point (e.g., eyepoint) onto the view plane: Projection lines are convergent Perspective Projection Center of projection (COP) is no longer at infinity Projectors form a view frustum that is a pyramid with the tip at the COP Perspective Projection We will start with the projection plane parallel to the XY plane and perpendicular to the Z axis Lines parallel to the X or Y axis remain parallel X and Y distances become shorter as Z becomes more negative, e.g. a cube viewed in perspective: Perspective Projection Computation Assume the projection plane is normal to the Z axis, located at Z = 0. Assume the center of projection (COP, eyepoint) is located at Z = d What is P’(x’, y’, z’)? Perspective Projection Computation Perspective Projection Computation Perspective Projection Computation So, we have what is z’? ca
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