Learning Objectives • Identify the difference between projection and transformation • Understand model representation and simplication • Enumerate the properties of polygonal model
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Introduction • In computer graphics there are: • 3D models • 2D output devices (displays and printers) • Projective mapping (projection): • Must take place at some point in the graphics pipeline • Usually after the culling stages and before the rendering stage • Viewing transformation: • Defines the transition from the world coordinate system (WCS) to canonical screen system (CSS) via the eye coordinate system (ECS) • Specifies the clipping bounds (for frustum culling) in ECS
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Projections • Projection: techniques for the creation of the image of an object onto another simpler object (e.g. line, plane, surface) • In Computer Graphics & Visualization: • Projections are from 3D space onto 2D space • The 2D space is referred to as the plane of projection & models the output device
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Perspective Projection • Models the viewing system of our eyes • Can be abstracted by a pinhole camera: • Center of projection: the pinhole • Plane of projection: the image plane (where the image is formed) • Creates an inverted image • Derive an upright image by placing the image ‘in front’ of the pinhole
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Perspective Projection • Perspective shortening: • The size of the projection of an object is inversely proportional to its distance from the center of projection
• Known in ancient times, then forgotten
• Leonardo da Vinci studied the laws of perspective • Older paintings had no perspective (symbolic criteria prevailed)
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Model Representation and Simplification • 3D scenes in graphics are composed of various shapes and structures: • Geometric primitives (spheres) • Free – form surfaces mathematically defined (NURBS patches) • Arbitrary surfaces mathematically undefined (surface of a scanned object) • Volume objects, where the internal structure of the object is equally important to its boundary surface (human organ) • Fuzzy objects (smoke) • Models are approximate representations of the actual objects, constructed to retain many of the properties of the object • Models are amenable to the manipulation required by graphics algorithms
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Model Representation and Simplification • Polygonal models are the most common representation for surfaces • Information contained in models produced is growing constantly • Mainstream graphics applications often require or benefit from less detailed models • Model simplification reduces the amount of information present in a model, without significantly sacrificing the quality of the representation
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Properties of Polygonal Models • (a)Part of manifold surface • (b)Boundary vertex of a manifold surface with boundary • (c)Non manifold edge • (d)Non manifold boundary vertex
• A surface model is a simplicial complex if its constituting polygons
meet only along their edges, and the edges of the model intersect only at their endpoints
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Properties of Polygonal Models • A surface model is a simplicial complex if its constituting polygons meet only along their edges, and the edges of the model intersect only at their endpoints
• (a) Simplicial triangle mesh (b) non simplicial triangle mesh
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Properties of Polygonal Models • Orientable surface: surface that has 2 “sides”, like a sheet of paper • Most of the surfaces are orientable • On closed orientable surfaces the “external” and “internal” portions of the surface are distinguishable • By convention, the normal vector of a closed orientable surface points towards “outside” • The Moebius strip is a non – orientable surface:
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Properties of Polygonal Models • Orientable surface: surface that has 2 “sides”, like a sheet of paper • Most of the surfaces are orientable • On closed orientable surfaces the “external” and “internal” portions of the surface are distinguishable • By convention, the normal vector of a closed orientable surface points towards “outside” • The Moebius strip is a non – orientable surface:
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