Esta é uma pré-visualização de arquivo. Entre para ver o arquivo original
Universidade Federal da Paraíba Centro de Informática Introduction to the Graphics Pipeline Lecture 5 1107190 - Introdução à Computação Gráfica – Turma 01 Prof. Christian Azambuja Pagot CI / UFPB Universidade Federal da Paraíba Centro de Informática Coordinate Systems ● Almost everything in CG revolves around coordinate systems: – Object description. – Object transformation. – Camera definition. – Projection onto the screen. Universidade Federal da Paraíba Centro de Informática What is the Graphics Pipeline? The Graphics Pipeline comprises the sequence of steps needed to transform the mathematical/geometric description of a scene into a discrete image on the screen. Basically, each step of the pipeline transforms geometric descriptions from one coordinate system (space) to another! Universidade Federal da Paraíba Centro de Informática Model Description ● It is accomplished in the Object Coordinate System (or Object Space). y x Blender (www.blender3d.org) y x Object Space (3D Model) Universidade Federal da Paraíba Centro de Informática Putting Everything Together ● It is done in the World Coordinate System (or World Space). y x y x Object Space (3D Model) World Space y x Universidade Federal da Paraíba Centro de Informática Aiming the Camera at the Scene ● The camera defines a new coordinate system: the Camera Coordinate System (or Camera Space). Camera Space y x World Space Universidade Federal da Paraíba Centro de Informática Taking the Picture: From 3D to 2D ● The camera also defines whether parallel or perspective projection will be used. Parallel Projection View plane Object in Camera Space Perspective Projection View plane Object in Camera Space Universidade Federal da Paraíba Centro de Informática Remember the PutPixel() func.? ● Pixels are addressed through the Screen Coordinate System (or Screen Space). View plane Viewport on the Screen Window Universidade Federal da Paraíba Centro de Informática The Whole Graphics Pipeline Object Space (3D Model) y z Object space Camera Space Camera space Clipping Space Clipping space World Space World space Universidade Federal da Paraíba Centro de Informática The Whole Graphics Pipeline Object Space (3D Model) World Space Camera Space Clipping Space Screen Space y z Clipping space Canonical Space Canonical (NDC) space (0,0) (w-1,0) (w-1,h-1)(0,h-1) y x Screen space Slide 1 Slide 2 Slide 3 Slide 4 Slide 5 Slide 6 Slide 7 Slide 8 Slide 9 Slide 10