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New Lecture and Lab Information: Lectures
New Lecture and Lab Information: Lectures
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New Lecture And Lab Information
Lectures:
– Thursday 12:00 – 13:00 (room tba)
– Friday 15:00 – 16:00 (A28)
Labs:
– Wednesday 10:00 – 11:00 (A305)
– Wednesday 17:00 – 18:00 (Aungier St. 1-005)
coordinate space
y axis
z
x
Right-Hand
z axis x axis Reference System
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Translations In 3-D
To translate a point in three dimensions by
Images taken from Hearn & Baker, “Computer Graphics with OpenGL” (2004)
(x, y, z)
(x’, y’, z’)
Translated Position
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Scaling In 3-D
Scaled Position
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Rotations In 3-D
When we performed rotations in two
dimensions we only had the choice of
rotating about the z axis
In the case of three dimensions we have
more options
– Rotate about x – pitch
– Rotate about y – yaw
– Rotate about z - roll
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Rotations In 3-D (cont…)
The equations for the three kinds of
Images taken from Hearn & Baker, “Computer Graphics with OpenGL” (2004)
then be represented
as matrices P
x
y
z
P(x, y, z) = z x
1 z axis x axis
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3D Transformation Matrices
1 0 0 dx sx 0 0 0
0 1 0 dy 0 sy 0 0 Scaling by
Translation by
dx, dy, dz 0 0 1 dz 0 0 sz 0 sx, sy, sz
0 0 0 1 0 0 0 1
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Remember The Big Idea
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What Are Projections?
Our 3-D scenes are all specified in 3-D
world coordinates
To display these we need to generate a 2-D
image - project objects onto a picture plane
Picture Plane
Objects in
World Space
Orthographic Projection
Isometric Projection
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Isometric Projections
Isometric projections 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
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Elements Of A Perspective Projection
Virtual
Camera
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The Up And Look Vectors