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
Step 4: Clipping
Step 5: Projection
3. Classical Viewing Transformation Matrices
- Translation: Move VRP to the origin
- Rotation: Align viewing axes (u,v,n) with world axes
- Scaling (optional): Normalize view volume
- Projection: Map 3D to 2D
Combined Transformation:
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.