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    HCI & Computer Graphics
    COMP3145
    Progress0 / 73 topics
    Topics
    1. The Human: Input-output channels2. Human memory3. Thinking, Reasoning, Problem solving4. Emotions and Individual differences5. Psychology and design of interacting systems6. The Computer: Text entry devices7. Positioning, Pointing, and drawing devices8. Display devices9. Devices for virtual reality and 3D interaction10. Physical controls, Sensors and special devices11. Paper printing and scanning12. Memory, Processing and networks13. The Interaction: Models of interaction14. Frameworks and HCI15. Ergonomics16. Interaction styles17. Elements of the WIMP interfaces18. Interactivity and Context of interaction19. Usability Paradigm and Principles: Introduction20. Paradigms for interaction21. Interaction Design Basics: What is design22. Process of design and User focus23. Navigation design24. Screen design and layout25. Iteration and prototyping26. HCI in Software Process: Software life cycle27. Usability engineering28. Iterative design and prototyping29. Design rationale30. Design rules and Guidelines31. Golden rules and heuristics32. HCI patterns33. Evaluation techniques and methods34. Task analysis35. Universal design36. User support systems37. Computer Supported Cooperative Work38. Groupware systems39. Implementation of synchronous groupware40. Ubiquitous computing41. History of Computer Graphics42. Graphics architectures and software43. Imaging and vision: Pinhole camera, Human vision, Synthetic camera44. Modeling vs. rendering45. OpenGL Architecture46. Displaying simple two-dimensional geometric objects47. Positioning systems and windowed environment48. Color perception and models49. RGB, CMY, HLS color models50. Color transformations51. Color in OpenGL: RGB and indexed color52. Input: Network environment and client-server computing53. Input measures: event, sample and request input54. Using callbacks and picking55. Affine transformations: translation, rotation, scaling, shear56. Homogeneous coordinates and concatenation57. Current transformation and matrix stacks58. Three Dimensional Graphics: Classical viewing59. Specifying views in 3D60. Affine transformation in 3D61. Projective transformations62. Ray tracing63. Shading: Illumination and surface modeling64. Phong shading model65. Polygon shading66. Rasterization: Line drawing via Bresenham's algorithm67. Clipping and polygonal fill68. BitBlt operations69. Hidden surface removal (z buffer)70. Discrete Techniques: Buffers71. Reading and writing bitmaps and pixel maps72. Texture mapping73. Compositing
    COMP3145›Specifying views in 3D
    HCI & Computer GraphicsTopic 59 of 73

    Specifying views in 3D

    3 minread
    495words
    Beginnerlevel

    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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      Est. reading time3 min
      Word count495
      Code examples0
      DifficultyBeginner