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Study PortalCOMP31453d Graphics Classical …
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    COMP3145

    HCI & Computer Graphics

    Progress0 / 73 done
    Topics73
    1Input-output channels2Human memory3Thinking, Reasoning, Problem solving4Emotions and Individual differences5Psychology and design of interacting systems
    6Text entry devices7Positioning, Pointing, and drawing devices8Display devices9Devices for virtual reality and 3D interaction10Physical controls, Sensors and special devices11Paper printing and scanning12Memory, Processing and networks
    13Models of interaction14Frameworks and HCI15Ergonomics16Interaction styles17Elements of the WIMP interfaces18Interactivity and Context of interaction
    19Introduction20Paradigms for interaction
    21What is design22Process of design and User focus23Navigation design24Screen design and layout25Iteration and prototyping
    26Software life cycle27Usability engineering28Iterative design and prototyping29Design rationale30Design rules and Guidelines31Golden rules and heuristics32HCI patterns33Evaluation techniques and methods34Task analysis35Universal design36User support systems37Computer Supported Cooperative Work38Groupware systems39Implementation of synchronous groupware40Ubiquitous computing41History of Computer Graphics42Graphics architectures and software
    43Pinhole camera, Human vision, Synthetic camera44Modeling vs. rendering45OpenGL Architecture46Displaying simple two-dimensional geometric objects47Positioning systems and windowed environment48Color perception and models49RGB, CMY, HLS color models50Color transformations
    51RGB and indexed color
    52Network environment and client-server computing
    53event, sample and request input54Using callbacks and picking
    55translation, rotation, scaling, shear56Homogeneous coordinates and concatenation57Current transformation and matrix stacks
    58Classical viewing59Specifying views in 3D60Affine transformation in 3D61Projective transformations62Ray tracing
    63Illumination and surface modeling64Phong shading model65Polygon shading
    66Line drawing via Bresenham's algorithm67Clipping and polygonal fill68BitBlt operations69Hidden surface removal (z buffer)
    70Buffers71Reading and writing bitmaps and pixel maps72Texture mapping73Compositing
    3 min read
    Topic 58 of 73
    Topic Study Note Illustration
    58

    Three Dimensional Graphics: Classical viewing

    Classical viewing is a method used in 3D computer graphics to project a 3D scene onto a 2D view plane (screen) for visualization .

    1. Classical Viewing – Definition

    Classical viewing is a method used in 3D computer graphics to project a 3D scene onto a 2D view plane (screen) for visualization.

    • The goal is to simulate the process of looking at a 3D object from a particular viewpoint.
    • It involves defining a viewing coordinate system, view reference point, viewing plane, and projection method.

    Key Idea:

    • Transform objects from world coordinates → view coordinates → projection coordinates → screen coordinates.

    2. Steps in Classical Viewing

    Step 1: Define View Reference Point (VRP)

    • The VRP is the position of the observer or camera in 3D space.
    • Acts as the origin of the viewing coordinate system.

    Step 2: Define View Plane and Viewing Direction

    • View plane (or projection plane) is where the 3D scene is projected.
    • Viewing direction (VD) is a vector from VRP pointing toward the scene.

    Step 3: Define the View Coordinate System

    • Local axes relative to the VRP:

      • u-axis → horizontal in view plane
      • v-axis → vertical in view plane
      • n-axis → viewing direction (normal to view plane)
    • Transformation converts world coordinates to view coordinates.


    Step 4: Clipping

    • Clipping removes parts of the scene outside the view volume.

    • The view volume can be:

      • Parallel (orthographic projection) → box-shaped
      • Perspective projection → pyramid-shaped

    Step 5: Projection

    • Converts 3D view coordinates to 2D screen coordinates.

    • Two types of projections:

      1. Orthographic (parallel) projection

        • Lines remain parallel
        • No perspective distortion
      2. Perspective projection

        • Objects farther away appear smaller
        • Simulates human vision

    3. Classical Viewing Transformation Matrices

    1. Translation: Move VRP to the origin
    2. Rotation: Align viewing axes (u,v,n)(u, v, n)(u,v,n) with world axes
    3. Scaling (optional): Normalize view volume
    4. Projection: Map 3D to 2D

    Combined Transformation:

    Pscreen=Pprojection⋅Pview⋅PworldP_{screen} = P_{projection} \cdot P_{view} \cdot P_{world}Pscreen​=Pprojection​⋅Pview​⋅Pworld​

    4. Summary Table

    Step Purpose
    View Reference Point (VRP) Position of observer/camera
    View Plane & Viewing Direction Plane to project on, direction to look at
    View Coordinate System Transform world coordinates to camera coordinates
    Clipping Remove objects outside the view volume
    Projection Map 3D coordinates to 2D screen coordinates (orthographic or perspective)

    Key Points:

    • Classical viewing simulates camera-based viewing in 3D.
    • Essential for rendering, CAD, and visualization.
    • In modern graphics, it forms the basis of the view and projection matrices used in OpenGL and DirectX.
    ← Previous topic 57
    Current transformation and matrix stacks
    Next topic 59 →
    Specifying views in 3D

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