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3D Viewing
3D Viewing
3D Viewing
• Procedures for displaying views of a three-dimensional scene on an
output device involve many aspects:
• Generate a 3D scene with objects generally defined with a set of surfaces
forming a closed boundary around the object interior.
• Generate interior of 3D objects, if needed.
• Project object surfaces views onto the surface of a display device with 3D
viewing pipeline.
• Identification of visible parts.
• Lighting effects and surface characteristics.
3D Viewing – Photographing
zw
First, we translate the view yv
reference point to the origin of yw xv
zv
the world coordinate system
xw
zw
Second, we apply
rotations to align the yw
xv,, y v and z axes with
v
the world xw, ywand zw
axes, respectively. yvv
xv
zv
xv xw
zv
zw
If the view reference point
is specified at word
position (x0, y0, z0), this 1 0 0 x0
point is translated to the
y0
world origin with the T 0 1 0
translation matrix T.
0 0 1 z0
0 0 0 1
• The rotation
sequence requires 3
coordinate-axis 1 0 0 0
transformation
depending on the
R x 0 Cos Sin 0
direction of N.
• First we rotate
around xw-axis to 0 Sin Cos 10
bring zv into the xw 0
-zw plane.
0 0
Then, we rotate
Cos 0 Sin 0
around the world
yw axis to align
0 1 0 0
Ry
the zw and zv axes.
Sin
0
0 Cos 0
1
0
0
The final rotation
is about the Cos Sin 0 0
world zwaxis to
align the ywand yv R z Sin Cos 0 0
axes. 0
0
0
1
The complete transformation from world to viewing coordinate
transformation matrix is obtaine as the matrix product
R z R y R x
M
wc ,vc
T
Transformation From World To Viewing Coordinates:
An Example For 2d System
P=(5,5)
y′
6
x′
2
Θ=300
4 2
P0=(4,3)
2
0
x
0 2 4 6
Transformation From World To Viewing Coordinates:
An Example For 2d System
Translation:
y
1 0
6
T 0 1
3 4
4
P
y′ x′
2
2
2
0
Θ=300 x
P0
0 0
2 4 6
Transformation From World To Viewing Coordinates:
An Example For 2d System
Rotation
y
6
0.866 0.5 0
R 0.5
0
4
0.866 y′
1 P
0
2
0
0
x′ x
P0 2 4 6
Transformation From World To Viewing Coordinates:
An Example For 2d System
New coordinates
0 1 0 4
M wc.vc 0.5 0.866 0 0 1 3
0.866 0 1 0 0
1
0
0.5
x' 0.866 0.500 4.9645 1.866
y' 0.500 0.866 0.598
5 1.232
1 0 0 1 1
1
Transformation From World To Viewing Coordinates:
An Example For 2d System
Alternative Method
n (0.866 0.500 y
v (0.500 )
3
0.866)
0.866 0.500 0
2
P
1
n
0 0 v
1
1Θ=300
1
0
P0 1 2
3 x
x' R T
x
Summary
• Discussed the general 3-D viewing transformation pipeline.
• Discussed about the viewing coordinates which specify the view
plane, view reference point, view-plane normal vector, view-up vector,
unv system.