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Graphics Coordinate Systems and Viewing Pipeline
Graphics Coordinate Systems and Viewing Pipeline
KOTEBE METROPOLITIAN
UNIVERSITY
DEPARTMENT OF COMPUTER SCIENCE
GROUP MEMBERS
1. YONATHAN BERHANU
2. FERDE NIGUSSIE
3. FIYORY TASSEW
4. MANDFERO MARU
5. YONAS
GRAPHICS COORDINATE SYSTEMSAND VIEWING
PIPELINE
A coordinate system is a way of assigning numbers to point. In two dimensions, you need
a pair of numbers to specify a point. The coordinates are often referred to as x and y. Coordinates
are just numbers that we assign to them so that we refer to them easily and work them
mathematically. In three dimensions, there is three numbers to specify a point. The third
coordinate is often called z. The z-axis is perpendicular to both the x-axis and the y-axis.
The term Viewing Pipeline describes a series of transformations, which are passed by
geometry data to end up as image data being displayed on a device. It is just a sequence of
transformations that every primitive has to undergo before it is displayed. Although the details of
these transformations can vary slightly from package to package, they are generally very similar.
The global coordinate systems are all right handed and share the same global origin (0,0,0). All
new entities are created and all existing entities are selected in the active coordinate system. Only
one coordinate system can be active at a given time. By default, the active coordinate system is
CS 0 (Global Cartesian).
2. Local coordinate systems
Local coordinate systems are coordinate systems other than the global coordinate system.
You can specify restraints and loads in any desired direction. For example, when defining a force
on a cylindrical face, you can apply it in the radial, circumferential, or axial directions. Similarly
if you choose a spherical face, you can choose the radial, longitude, or latitude directions. In
addition, you can use reference planes and axes.
A local coordinate system (LCS) is a set of x, y and z axes associated with each node in the
model. It is often preferable to use a local coordinate system for assigning constraints and loads
to simplify the constraint or load to one direction.
To define a local coordinate system you need three reference points or nodes in the model. Given
three reference locations the x, y and z axis is defined as follows:
3. It is performed at the precision with which each 3. It is performed using the resolution of the
object is defined, No resolution is considered. display device.
4. Calculations are not based on the resolution of 4. Calculations are resolution base, so the change
the display so change of object can be easily is difficult to adjust.
adjusted.
5. These were developed for vector graphics 5. These are developed for raster devices.
system.
8. Object precision is used for application where 8. There are suitable for application where
speed is required. accuracy is required.
9. It requires a lot of calculations if the image is to 9. Image can be enlarged without losing
enlarge. accuracy.
10. If the number of objects in the scene increases, 10. In this method complexity increase with the
computation time also increases. complexity of visible parts.
SURFACE RENDERING
Surface rendering involves the careful collection of data on a given object in order to create a
three-dimensional image of that object on a computer. It is an important technique used in a
variety of industries. Surface rendering is used in a number of industries, such as in health care.
There, parts of the body are rendered so doctors can closely examine specific areas of a patient or
wounds they may have incurred. Archaeologists also use rendering to make an image of very
fragile objects in order to examine them without harming them. Surface rendering represents a
visualization technique which is well established for three-dimensional imaging of sectional
image data.
1. POLYGON TABLES
Keep pointers back in the edge table for consideration of the edges associated to
the polygon surface under construction. This tabular representation of a polygon surface
is demonstrated in Figure. Such representations assist one to rapidly refer to the data
associated to a polygon surface. Also, while the data is put for processing then the
processing can be fairly efficient, leading to efficient display of the object under
identification.
In polygon table, the surface is specified by the set of vertex coordinates and
associated attributes. As shown in the following figure, there are five vertices, from v1 to
v5. Each vertex stores x, y, and z coordinate information which is represented in the table
as v1: x1, y1, z1. The Edge table is used to store the edge information of polygon. In the
following figure, edge E1 lies between vertex v1 and v2 which is represented in the table
as E1: v1, v2.Polygon surface table stores the number of surfaces present in the polygon.
From the following figure, surface S1 is covered by edges E1, E2 and E3 which can be
represented in the polygon surface table as S1: E1, E2, and E3.
When we view a picture containing non-transparent objects and surfaces, then we cannot see
those objects from view which are behind from objects closer to eye. We must remove these
hidden surfaces to get a realistic screen image. The identification and removal of these surfaces
is called Hidden-surface problem. When a 3D object need to be displayed on the 2D screen, the
parts of the screen that are visible from the chosen viewing position is identified. Algorithms to
detect visible objects are referred to as visible-surface detection method. The hidden surface
removal is the procedure used to find which surfaces are not visible from a certain view. The
procedure of hidden surface identification is called as hiding, and such an algorithm is called a
‘hider’.