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#6 Camera Perspecctive, Viewing, and Culling.ppt
#6: Camera Perspecctive, Viewing, and Culling CSE167: Computer Graphics Instructor: Ronen Barzel UCSD, Winter 2006 Outline for today Camera Space Projection View Volumes Culling Bounding Hierarchy 3-D Graphics Rendering Pipeline From modeling to rendering So far, we’ve discussed the following spaces Object space local space World space global space Today we’ll add: Camera space Normalized view space Image space 2D Camera Think of camera itself as a model Place it in 3D space Camera’s frame: origin at eye point -z points in the viewing direction x,y define the film plane x is to the right on the film y is up on the film Remember… Local-to-world matrix, AKA Model Transform Camera Matrix The local-to-world matrix for the camera How to specify camera matrix Can construct it using our existing techniques. Common idiom: “Look-at transformation” Given the eye point, AKA look-from point Given a target point, AKA look-at point Matrix points the camera toward the look-at point Which way is up? There’s a degree of freedom available: spin the camera Specify an up vector in the world, that will point along y in the camera. Camera Look-At setup “Look-at” Matrix calculation Given: look-from: eye at position e look-at: target at position t up-vector: Fill the a,b,c,d columns of the matrix with the world-space coordinates of the camera’s frame: d is position of frame origin, i.e. the eye point: d e c is the z axis of the frame, i.e. the view vector: “Look-at” Matrix calculation a is the camera frame’s x axis. we want it to be perpendicular to the view vector, and also perpendicular to the up vector: b is the camera frame’s y axis. it must be perpendicular to a and c. Notes: cross product order is important to make sure the frame is right-handed since a and c are unit length and perpendicular to each other, we don’t need to normalize b. “Look-at” Matrix calculation, summary Note: The up vector may not end up parallel to the camera y axis The projection of
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