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Study PortalCOMP3145Specifying 3d Views
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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 59 of 73
    Topic Study Note Illustration
    59

    Specifying views in 3D

    Specifying a view in 3D means defining how a 3D scene should be observed and projected onto a 2D screen .

    1. Definition

    Specifying a view in 3D means defining how a 3D scene should be observed and projected onto a 2D screen.

    • It involves positioning the camera (or viewpoint), orienting it, and defining the viewing volume.
    • The goal is to control what part of the scene is visible and how it appears (size, perspective, orientation).

    2. Components of a 3D View Specification

    A. View Reference Point (VRP)

    • The position of the observer or camera in world coordinates.
    • Acts as the origin of the view coordinate system.

    B. View Plane

    • The 2D plane where the 3D scene is projected.
    • Analogous to a camera film or screen.
    • Defined relative to the VRP and viewing direction.

    C. Viewing Direction (VPN – View Plane Normal)

    • A vector pointing from the VRP toward the scene.
    • Determines where the observer is looking.

    D. Up Vector (VUP – View Up Vector)

    • Defines which direction is “up” in the view.
    • Ensures the view is not tilted or rotated incorrectly.

    E. View Window

    • Defines how much of the scene fits on the view plane.
    • Specifies the size of the rectangle or field of view in world units.

    F. View Volume

    • The 3D region of space visible from the VRP.

    • Determines clipping of objects outside the view.

    • Types:

      1. Parallel (orthographic) view volume – rectangular box
      2. Perspective view volume – pyramid frustum

    3. Transformations for 3D Viewing

    To display a 3D scene on a 2D screen:

    1. Translate VRP to origin:

      • Moves the camera position to (0,0,0)
    2. Rotate to align axes:

      • Align the view coordinate system (u,v,n)(u, v, n)(u,v,n) with world axes
    3. Apply scaling (optional):

      • Normalize the view volume to fit the canonical view volume
    4. Project:

      • Orthographic: parallel lines remain parallel
      • Perspective: lines converge to simulate depth

    4. Canonical View Volume

    • After translation, rotation, and scaling, the view volume is mapped to a standard cube:
    x∈[−1,1],y∈[−1,1],z∈[0,1]x \in [-1,1], \quad y \in [-1,1], \quad z \in [0,1]x∈[−1,1],y∈[−1,1],z∈[0,1]
    • This simplifies clipping, projection, and rasterization.

    5. Summary Table

    Component Purpose
    VRP (View Reference Point) Position of the observer
    VPN (View Plane Normal) Direction of viewing
    VUP (View Up Vector) Defines “up” direction in view
    View Window Defines size and extent of the view plane
    View Volume Determines visible region in 3D (clipping)
    Projection Maps 3D view volume to 2D screen

    Key Points:

    • Specifying a view defines what the observer sees and how it is projected.
    • Essential in CAD, 3D modeling, and rendering pipelines.
    • Forms the basis for view and projection matrices in graphics APIs like OpenGL and DirectX.
    ← Previous topic 58
    Three Dimensional Graphics: Classical viewing
    Next topic 60 →
    Affine transformation in 3D

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