The document discusses the graphics pipeline for 3D rendering. It describes how objects in a 3D scene are transformed through a series of steps: 1) a camera transformation orients the scene relative to the camera, 2) a perspective transformation projects the scene onto the canonical view volume, and 3) an orthographic projection maps the canonical view volume onto the 2D render target. Through these sequential transformations represented by matrix operations, arbitrary 3D scenes can be rendered from any camera position and orientation.
The geometry of perspective projectionTarun Gehlot
The document discusses different types of projection from 3D space to 2D images. Perspective projection maps points in 3D to 2D according to their distance from the camera center, causing effects like foreshortening. Orthographic projection projects parallel to the image plane, preserving sizes. Weak perspective approximates perspective projection as a scaled orthographic projection for objects near the optical axis and small relative to their distance.
The document discusses different types of projections in 3D computer graphics, including orthographic, oblique, and perspective projections. It explains the geometry and matrices used to perform perspective projections, mapping 3D points onto a 2D view plane using similar triangles. The text also compares perspective versus parallel projections, noting that perspective projection preserves angles and looks more realistic while parallel projection preserves distances and angles.
Projection matrices are used to project 3D scenes onto a 2D viewport. OpenGL uses normalization to convert all projections to orthogonal projections within the default view volume. This allows using standard transformations in the graphics pipeline and efficient clipping. Oblique projections involve a shear transformation followed by an orthogonal projection. Perspective projections are achieved by applying a perspective matrix that maps the near and far planes to the default clipping volume while preserving depth ordering for hidden surface removal.
The document discusses the 3D viewing pipeline which transforms 3D world coordinates to 2D viewport coordinates through a series of steps. It then describes parallel and perspective projections. Parallel projection preserves object scale and shape while perspective projection does not due to foreshortening effects. Perspective projection involves projecting 3D points along projection rays to a view plane based on a center of projection. Other topics covered include vanishing points, different types of perspective projections, and how viewing parameters affect the view volume and object positioning in the view plane coordinates.
This presentation discusses different types of 3D projections, including parallel and perspective projections. It defines projection as mapping a 3D object onto a 2D plane using projection lines. Parallel projection uses parallel lines and preserves size, while perspective projection uses converging lines and preserves realistic proportions but not exact sizes. Perspective projection can be classified into one, two, or three vanishing point types depending on how many principal axes the projection plane intersects. Examples like Leonardo da Vinci's "The Last Supper" are used to illustrate perspective projection principles.
All the information regarding 3D viewing is here. The whole presentation consists mainly of 3D viewing pipeline. This slide will make you clear about how one can have a 3d viewing of an object.
This document discusses different types of projections used to transform 3D coordinates into 2D. There are two main types: parallel projection and perspective projection. Parallel projection involves projecting points along parallel lines, preserving properties like parallel lines. Perspective projection involves projecting points that converge on a center of projection, making distances appear smaller with depth. The document provides formulas and examples for performing orthographic, oblique, and perspective projections of 3D points onto a 2D plane.
In Computer Graphics, Hidden surface determination also known as Visible Surface determination or hidden surface removal is the process used to determine which surfaces
of a particular object are not visible from a particular angle or particular viewpoint. In this scribe we will describe the object-space method and image space method. We
will also discuss Algorithm based on Z-buffer method, A-buffer method, and Scan-Line Method.
The geometry of perspective projectionTarun Gehlot
The document discusses different types of projection from 3D space to 2D images. Perspective projection maps points in 3D to 2D according to their distance from the camera center, causing effects like foreshortening. Orthographic projection projects parallel to the image plane, preserving sizes. Weak perspective approximates perspective projection as a scaled orthographic projection for objects near the optical axis and small relative to their distance.
The document discusses different types of projections in 3D computer graphics, including orthographic, oblique, and perspective projections. It explains the geometry and matrices used to perform perspective projections, mapping 3D points onto a 2D view plane using similar triangles. The text also compares perspective versus parallel projections, noting that perspective projection preserves angles and looks more realistic while parallel projection preserves distances and angles.
Projection matrices are used to project 3D scenes onto a 2D viewport. OpenGL uses normalization to convert all projections to orthogonal projections within the default view volume. This allows using standard transformations in the graphics pipeline and efficient clipping. Oblique projections involve a shear transformation followed by an orthogonal projection. Perspective projections are achieved by applying a perspective matrix that maps the near and far planes to the default clipping volume while preserving depth ordering for hidden surface removal.
The document discusses the 3D viewing pipeline which transforms 3D world coordinates to 2D viewport coordinates through a series of steps. It then describes parallel and perspective projections. Parallel projection preserves object scale and shape while perspective projection does not due to foreshortening effects. Perspective projection involves projecting 3D points along projection rays to a view plane based on a center of projection. Other topics covered include vanishing points, different types of perspective projections, and how viewing parameters affect the view volume and object positioning in the view plane coordinates.
This presentation discusses different types of 3D projections, including parallel and perspective projections. It defines projection as mapping a 3D object onto a 2D plane using projection lines. Parallel projection uses parallel lines and preserves size, while perspective projection uses converging lines and preserves realistic proportions but not exact sizes. Perspective projection can be classified into one, two, or three vanishing point types depending on how many principal axes the projection plane intersects. Examples like Leonardo da Vinci's "The Last Supper" are used to illustrate perspective projection principles.
All the information regarding 3D viewing is here. The whole presentation consists mainly of 3D viewing pipeline. This slide will make you clear about how one can have a 3d viewing of an object.
This document discusses different types of projections used to transform 3D coordinates into 2D. There are two main types: parallel projection and perspective projection. Parallel projection involves projecting points along parallel lines, preserving properties like parallel lines. Perspective projection involves projecting points that converge on a center of projection, making distances appear smaller with depth. The document provides formulas and examples for performing orthographic, oblique, and perspective projections of 3D points onto a 2D plane.
In Computer Graphics, Hidden surface determination also known as Visible Surface determination or hidden surface removal is the process used to determine which surfaces
of a particular object are not visible from a particular angle or particular viewpoint. In this scribe we will describe the object-space method and image space method. We
will also discuss Algorithm based on Z-buffer method, A-buffer method, and Scan-Line Method.
The document describes the 3D rendering pipeline which takes 3D primitives and transforms them through a series of steps to produce a 2D image. The key steps are: 1) model transformation, 2) lighting, 3) viewing transformation, 4) projection transformation, 5) clipping, 6) viewport transformation, and 7) scan conversion. It then discusses the different types of projections used in 3D graphics rendering including parallel, perspective, orthographic, and oblique projections.
Gouraud shading and Phong shading are two common techniques for interpolating shading across polygon surfaces in 3D graphics. Gouraud shading linearly interpolates intensities across polygon surfaces, improving on constant shading but still resulting in Mach bands or streaks. Phong shading interpolates normal vectors and applies lighting models at each surface point, producing more realistic highlights but requiring more computation than Gouraud shading. Fast Phong shading approximates calculations to speed up rendering with Phong shading at the cost of some accuracy.
The document discusses different concepts related to clipping in computer graphics including 2D and 3D clipping. It describes how clipping is used to eliminate portions of objects that fall outside the viewing frustum or clip window. Various clipping techniques are covered such as point clipping, line clipping, polygon clipping, and the Cohen-Sutherland algorithm for 2D region clipping. The key purposes of clipping are to avoid drawing objects that are not visible, improve efficiency by culling invisible geometry, and prevent degenerate cases.
The document discusses algorithms for hidden surface removal in 3D graphics rendering. It describes several common algorithms including back-face detection, painter's algorithm, ray casting, z-buffer, and scan-line. The z-buffer algorithm stores the depth of closest surfaces for each pixel and is commonly implemented in graphics hardware. Scan-line algorithms process surfaces one scan line at a time for improved efficiency over fully computing every pixel. Area subdivision recursively subdivides regions where surfaces intersect.
it is a Visible surface detection method is also known as depth buffer method. In this method detect the visible surface by using the distance of the object from the projections plane.
study Active Refocusing Of Images And VideosChiamin Hsu
This document summarizes a study on active refocusing of images and videos using a single-image depth estimation technique. It presents an active illumination method using projected dot patterns to estimate depth. Camera images of projected dots focused at different depths are analyzed to compute a dense depth map. Segmentation and dot removal are used to complete the depth map. Realistic refocusing is achieved by applying aperture effects based on the depth map while handling partial occlusions. The method produces high resolution refocused images and videos without hardware modifications. Limitations include issues with translucent objects and strong sunlight. Future work involves incorporating the technique into digital cameras.
This document describes a model for measuring positional error when projecting harmonic points onto a circular screen. The model assumes projection of four collinear harmonic points onto a circle, representing a flat image and curved projection surface. Positional error is measured as the angle between projected and actual locations of points from the viewer's perspective. The goals are to determine optimal projector placement and viewer seating to minimize this error, especially for central points where viewers focus most.
Build Your Own 3D Scanner: Surface ReconstructionDouglas Lanman
Build Your Own 3D Scanner:
Surface Reconstruction
http://mesh.brown.edu/byo3d/
SIGGRAPH 2009 Courses
Douglas Lanman and Gabriel Taubin
This course provides a beginner with the necessary mathematics, software, and practical details to leverage projector-camera systems in their own 3D scanning projects. An example-driven approach is used throughout; each new concept is illustrated using a practical scanner implemented with off-the-shelf parts. The course concludes by detailing how these new approaches are used in rapid prototyping, entertainment, cultural heritage, and web-based applications.
This document discusses shading techniques in OpenGL, including flat shading, smooth shading, Gouraud shading, and Phong shading. It explains that shading calculations are done per vertex, and the vertex shades are then interpolated across polygons. Gouraud shading finds average vertex normals and applies shading at each vertex, while Phong shading interpolates normals across edges and polygons for a smoother result, at increased computational cost. Material properties, lighting, and normal vectors are also introduced as key components of the shading models.
The document discusses mathematical morphology and its applications in image processing. It begins with introductions to morphological image processing and concepts from set theory. It then covers basic morphological operations like dilation, erosion, opening and closing for binary images. It also discusses their extensions to grayscale images. Examples are provided to illustrate concepts like dilation, erosion, hit-or-miss transform, boundary extraction, region filling and skeletonization. The document provides a comprehensive overview of mathematical morphology and its role in tasks like preprocessing, segmentation and feature extraction in digital image analysis.
This document contains information about 3D display methods in computer graphics presented by a group of 5 students. It discusses parallel projection, perspective projection, depth cueing, visible line identification, and surface rendering techniques. The goal is to generate realistic 3D images and correctly display depth relationships between objects.
This document discusses methods for identifying and removing hidden surfaces when rendering 3D scenes to create a realistic 2D image. It describes two approaches: object-space methods that compare whole objects, and image-space methods that decide visibility point-by-point. It focuses on the depth buffer/z-buffer method, which processes surfaces one point at a time, comparing depth values to determine visibility and store the color of visible points. It also discusses using scan line coherence to solve hidden surfaces one scan line at a time from top to bottom.
Build Your Own 3D Scanner: The Mathematics of 3D TriangulationDouglas Lanman
The document introduces the topics that will be covered in the course, including:
1) The mathematics of 3D triangulation using line-plane and line-line intersections to reconstruct points in 3D space from 2D images.
2) Camera and light source calibration which is needed to map between image points and 3D rays.
3) Reconstruction and visualization of 3D point clouds scanned with swept-plane light sources.
The document summarizes a method for single-view 3D scene reconstruction using machine learning and optimization. It discusses previous work that labels image regions with geometric classes, but has limitations like labeling superpixels instead of pixels. The proposed method addresses these by labeling each pixel individually, assuming coherence between nearby labels, and prohibiting unlikely configurations. It formulates the problem as a global energy optimization and introduces order-preserving moves that allow labeling more pixels simultaneously, achieving better results than standard expansion moves.
This document discusses morphological operations in image processing. It describes how morphological operations like erosion, dilation, opening, and closing can be used to extract shapes and boundaries from binary and grayscale images. Erosion shrinks foreground regions while dilation expands them. Opening performs erosion followed by dilation to remove noise, and closing does the opposite to join broken parts. The hit-and-miss transform is also introduced to detect patterns in binary images using a structuring element containing foreground and background pixels. Examples are provided to illustrate each morphological operation.
This document provides an overview of the challenges and steps involved in 3D visual reconstruction from stereo images. It discusses:
1) Camera modeling and calibration to determine intrinsic and extrinsic parameters
2) Epipolar geometry which defines the relationship between corresponding 2D image points from different camera views
3) Computing feature correspondences between images and triangulating 3D points
4) Building a physical stereo testbed and presenting some initial reconstruction results.
Here are the key steps in Harris corner detection:
1. Compute the autocorrelation matrix M for a window around each pixel using:
M = ∑w(x,y)[IxIx IxIy]
[IxIy IyIy]
Where Ix and Iy are the gradients of the image I in x and y directions.
2. Compute the corner response function R = det(M) - k(trace(M))^2
3. A large R value indicates a corner. Threshold R to find candidate corner points.
4. Refine the candidate locations using interpolation.
So in summary, Harris detection looks for pixels with
This document summarizes a generalization approach for single-center 3D projections that can handle non-planar projections, 2D lens effects, and image warping. It presents a technique using dynamic cube maps and projection tile screens to define arbitrary projection functions in a hardware-accelerated way. Applications shown include non-planar surfaces, custom normal maps for distortions, and compound projections. Future work is noted to improve quality and provide a graphical user interface.
The document describes the 3D rendering pipeline which involves a sequence of transformations to draw 3D primitives into a 2D image. The key steps are:
1) Model transformation to transform objects into the 3D world coordinate system.
2) Viewing transformation to transform objects into the 3D viewing coordinate system based on camera position and orientation.
3) Projection transformation to project the 3D viewing coordinates onto a 2D plane.
4) Viewport transformation to map the 2D projected coordinates to the 2D viewport.
The document describes the 3D rendering pipeline which takes 3D primitives and transforms them through a series of steps to produce a 2D image. The key steps are: 1) model transformation, 2) lighting, 3) viewing transformation, 4) projection transformation, 5) clipping, 6) viewport transformation, and 7) scan conversion. It then discusses the different types of projections used in 3D graphics rendering including parallel, perspective, orthographic, and oblique projections.
Gouraud shading and Phong shading are two common techniques for interpolating shading across polygon surfaces in 3D graphics. Gouraud shading linearly interpolates intensities across polygon surfaces, improving on constant shading but still resulting in Mach bands or streaks. Phong shading interpolates normal vectors and applies lighting models at each surface point, producing more realistic highlights but requiring more computation than Gouraud shading. Fast Phong shading approximates calculations to speed up rendering with Phong shading at the cost of some accuracy.
The document discusses different concepts related to clipping in computer graphics including 2D and 3D clipping. It describes how clipping is used to eliminate portions of objects that fall outside the viewing frustum or clip window. Various clipping techniques are covered such as point clipping, line clipping, polygon clipping, and the Cohen-Sutherland algorithm for 2D region clipping. The key purposes of clipping are to avoid drawing objects that are not visible, improve efficiency by culling invisible geometry, and prevent degenerate cases.
The document discusses algorithms for hidden surface removal in 3D graphics rendering. It describes several common algorithms including back-face detection, painter's algorithm, ray casting, z-buffer, and scan-line. The z-buffer algorithm stores the depth of closest surfaces for each pixel and is commonly implemented in graphics hardware. Scan-line algorithms process surfaces one scan line at a time for improved efficiency over fully computing every pixel. Area subdivision recursively subdivides regions where surfaces intersect.
it is a Visible surface detection method is also known as depth buffer method. In this method detect the visible surface by using the distance of the object from the projections plane.
study Active Refocusing Of Images And VideosChiamin Hsu
This document summarizes a study on active refocusing of images and videos using a single-image depth estimation technique. It presents an active illumination method using projected dot patterns to estimate depth. Camera images of projected dots focused at different depths are analyzed to compute a dense depth map. Segmentation and dot removal are used to complete the depth map. Realistic refocusing is achieved by applying aperture effects based on the depth map while handling partial occlusions. The method produces high resolution refocused images and videos without hardware modifications. Limitations include issues with translucent objects and strong sunlight. Future work involves incorporating the technique into digital cameras.
This document describes a model for measuring positional error when projecting harmonic points onto a circular screen. The model assumes projection of four collinear harmonic points onto a circle, representing a flat image and curved projection surface. Positional error is measured as the angle between projected and actual locations of points from the viewer's perspective. The goals are to determine optimal projector placement and viewer seating to minimize this error, especially for central points where viewers focus most.
Build Your Own 3D Scanner: Surface ReconstructionDouglas Lanman
Build Your Own 3D Scanner:
Surface Reconstruction
http://mesh.brown.edu/byo3d/
SIGGRAPH 2009 Courses
Douglas Lanman and Gabriel Taubin
This course provides a beginner with the necessary mathematics, software, and practical details to leverage projector-camera systems in their own 3D scanning projects. An example-driven approach is used throughout; each new concept is illustrated using a practical scanner implemented with off-the-shelf parts. The course concludes by detailing how these new approaches are used in rapid prototyping, entertainment, cultural heritage, and web-based applications.
This document discusses shading techniques in OpenGL, including flat shading, smooth shading, Gouraud shading, and Phong shading. It explains that shading calculations are done per vertex, and the vertex shades are then interpolated across polygons. Gouraud shading finds average vertex normals and applies shading at each vertex, while Phong shading interpolates normals across edges and polygons for a smoother result, at increased computational cost. Material properties, lighting, and normal vectors are also introduced as key components of the shading models.
The document discusses mathematical morphology and its applications in image processing. It begins with introductions to morphological image processing and concepts from set theory. It then covers basic morphological operations like dilation, erosion, opening and closing for binary images. It also discusses their extensions to grayscale images. Examples are provided to illustrate concepts like dilation, erosion, hit-or-miss transform, boundary extraction, region filling and skeletonization. The document provides a comprehensive overview of mathematical morphology and its role in tasks like preprocessing, segmentation and feature extraction in digital image analysis.
This document contains information about 3D display methods in computer graphics presented by a group of 5 students. It discusses parallel projection, perspective projection, depth cueing, visible line identification, and surface rendering techniques. The goal is to generate realistic 3D images and correctly display depth relationships between objects.
This document discusses methods for identifying and removing hidden surfaces when rendering 3D scenes to create a realistic 2D image. It describes two approaches: object-space methods that compare whole objects, and image-space methods that decide visibility point-by-point. It focuses on the depth buffer/z-buffer method, which processes surfaces one point at a time, comparing depth values to determine visibility and store the color of visible points. It also discusses using scan line coherence to solve hidden surfaces one scan line at a time from top to bottom.
Build Your Own 3D Scanner: The Mathematics of 3D TriangulationDouglas Lanman
The document introduces the topics that will be covered in the course, including:
1) The mathematics of 3D triangulation using line-plane and line-line intersections to reconstruct points in 3D space from 2D images.
2) Camera and light source calibration which is needed to map between image points and 3D rays.
3) Reconstruction and visualization of 3D point clouds scanned with swept-plane light sources.
The document summarizes a method for single-view 3D scene reconstruction using machine learning and optimization. It discusses previous work that labels image regions with geometric classes, but has limitations like labeling superpixels instead of pixels. The proposed method addresses these by labeling each pixel individually, assuming coherence between nearby labels, and prohibiting unlikely configurations. It formulates the problem as a global energy optimization and introduces order-preserving moves that allow labeling more pixels simultaneously, achieving better results than standard expansion moves.
This document discusses morphological operations in image processing. It describes how morphological operations like erosion, dilation, opening, and closing can be used to extract shapes and boundaries from binary and grayscale images. Erosion shrinks foreground regions while dilation expands them. Opening performs erosion followed by dilation to remove noise, and closing does the opposite to join broken parts. The hit-and-miss transform is also introduced to detect patterns in binary images using a structuring element containing foreground and background pixels. Examples are provided to illustrate each morphological operation.
This document provides an overview of the challenges and steps involved in 3D visual reconstruction from stereo images. It discusses:
1) Camera modeling and calibration to determine intrinsic and extrinsic parameters
2) Epipolar geometry which defines the relationship between corresponding 2D image points from different camera views
3) Computing feature correspondences between images and triangulating 3D points
4) Building a physical stereo testbed and presenting some initial reconstruction results.
Here are the key steps in Harris corner detection:
1. Compute the autocorrelation matrix M for a window around each pixel using:
M = ∑w(x,y)[IxIx IxIy]
[IxIy IyIy]
Where Ix and Iy are the gradients of the image I in x and y directions.
2. Compute the corner response function R = det(M) - k(trace(M))^2
3. A large R value indicates a corner. Threshold R to find candidate corner points.
4. Refine the candidate locations using interpolation.
So in summary, Harris detection looks for pixels with
This document summarizes a generalization approach for single-center 3D projections that can handle non-planar projections, 2D lens effects, and image warping. It presents a technique using dynamic cube maps and projection tile screens to define arbitrary projection functions in a hardware-accelerated way. Applications shown include non-planar surfaces, custom normal maps for distortions, and compound projections. Future work is noted to improve quality and provide a graphical user interface.
The document describes the 3D rendering pipeline which involves a sequence of transformations to draw 3D primitives into a 2D image. The key steps are:
1) Model transformation to transform objects into the 3D world coordinate system.
2) Viewing transformation to transform objects into the 3D viewing coordinate system based on camera position and orientation.
3) Projection transformation to project the 3D viewing coordinates onto a 2D plane.
4) Viewport transformation to map the 2D projected coordinates to the 2D viewport.
Review of Linear Image Degradation and Image Restoration TechniqueBRNSSPublicationHubI
This document summarizes a review paper on linear image degradation and restoration techniques. It discusses two main topics:
1. Image degradation sources including blurring from optical systems, motion, and noise. Blurring can be space-invariant or space-variant. Noise can be correlated or uncorrelated.
2. Image restoration techniques including non-blind and blind methods. Non-blind methods know the blurring function beforehand while blind methods estimate the blurring function. Restoration can also be constrained or unconstrained.
This document provides an overview of 2D and 3D graphics transformations including:
1. 2D affine transformations like translation, rotation, scaling and shearing and their properties such as preserving lines and ratios.
2. Representing transformations with matrices and composing multiple transformations.
3. Drawing 3D wireframe models using projections including orthogonal and perspective projections.
4. 3D affine transformations and their elementary forms as well as composing rotations in 3D.
5. Non-affine transformations like fish-eye and false perspective distortions.
A Hough Transform Based On a Map-Reduce AlgorithmIJERA Editor
This paper presents a method that proposes the composition of the Map-Reduce algorithm and the Hough
Transform method to research particular features of shape in the Big Data of images. We introduce the first
formal translation of the Hough Transform method into the Map-Reduce pattern. The Hough transform is
applied to one image or to several images in parallel. The context of the application of this method concerns Big
Data that requires Map-Reduce functions to improve the processing time and the need of object detection in
noisy pictures with the Hough Transform method.
Fisheye Omnidirectional View in Autonomous DrivingYu Huang
This document discusses several papers related to using omnidirectional/fisheye camera views for autonomous driving applications. The papers propose methods for tasks like image classification, object detection, scene understanding from 360 degree camera data. Specific approaches discussed include graph-based classification of omnidirectional images, learning spherical convolutions for 360 degree imagery, spherical CNNs, and networks for scene understanding and 3D object detection using around view monitoring camera systems.
A Hough Transform Implementation for Line Detection for a Mobile Robot Self-N...iosrjce
IOSR Journal of Computer Engineering (IOSR-JCE) is a double blind peer reviewed International Journal that provides rapid publication (within a month) of articles in all areas of computer engineering and its applications. The journal welcomes publications of high quality papers on theoretical developments and practical applications in computer technology. Original research papers, state-of-the-art reviews, and high quality technical notes are invited for publications.
This document describes an implementation of the Hough transform for line detection in images captured by a mobile robot. The Hough transform is applied to preprocessed binary images containing edge pixels. Parameters for the Hough transform like the resolution of theta and rho are discussed. The accumulator array is set up and accumulation values are increased when transform curves cross array points. A new peak detection scheme is presented involving automatic threshold determination, a butterfly filter to reduce false peaks, and further reduction using neighborhood criteria. Sample results of line detection on robot images are shown.
The document proposes a new approach called multi-perspective views for visualizing 3D landscape and city models. It combines two visualization techniques: bird's eye view deformation for navigation and pedestrian view deformation for orientation. The approach renders focus and context areas with different styles and uses view-dependent deformation before perspective projection. It was implemented with vertex shaders and tested on large 3D city models, showing interactive frame rates for pedestrian views but decreased performance for bird's eye views. Future work is discussed to improve the technique and transfer it to other domains.
1) Pixels (u,v) in an image are projections of 3D points (X,Y,Z) in the world onto the image plane according to the camera's intrinsic and extrinsic parameters.
2) The process of projecting 3D points into 2D pixels is called forward projection and can be represented by a perspective projection matrix that models the camera's intrinsic properties and its position and orientation relative to the world frame.
3) Intrinsic parameters include focal length, principal point, and pixel scale factors that define the camera's imaging geometry, while extrinsic parameters define the rigid transformation between the world and camera coordinate frames.
This document discusses the viewing pipeline in computer graphics. It explains how objects modeled in local coordinates are transformed to world coordinates, then to viewing coordinates using a view reference point, view plane normal and up direction. Objects are further transformed to projection coordinates, normalized coordinates, and finally to device coordinates for display. OpenGL is introduced as a standard API for 3D graphics that allows drawing primitives and controlling transformations and lighting. The OpenGL Utility Library and Toolkit are also discussed as providing higher-level routines.
IEEE 2014 MATLAB IMAGE PROCESSING PROJECTS On the spectrum of the plenoptic f...IEEEBEBTECHSTUDENTPROJECTS
To Get any Project for CSE, IT ECE, EEE Contact Me @ 09666155510, 09849539085 or mail us - ieeefinalsemprojects@gmail.com-Visit Our Website: www.finalyearprojects.org
This document discusses panoramas and techniques for creating panoramic images from multiple photographs. It begins with announcements about an upcoming project on panorama stitching and a midterm exam. It then reviews camera projection models and discusses various types of lens distortion and image projections. The remainder of the document focuses on creating panoramas, including aligning images, correcting for drift, blending images, and examples of panoramas.
The document discusses transformations in OpenGL. It defines three key steps in the transformation pipeline: defining an object in its local frame, moving it to the world/scene frame, and bringing it into the camera/eye frame. Affine transformations like translation, rotation, and scaling are achieved through 4x4 matrices that modify vertex coordinates. Translation moves vertices to new locations, rotation turns them about an axis, and scaling expands/contracts along axes. Functions like glTranslatef(), glRotatef(), and gScalef() perform these transformations by applying the corresponding matrix to vertices.
The 3D graphics rendering pipeline consists of 4 main stages: 1) vertex processing, 2) rasterization, 3) fragment processing, and 4) output merging. In vertex processing, transformations are applied to position objects in the scene and camera. Rasterization converts vertex data into fragments and performs operations like clipping and scan conversion. Fragment processing handles texture mapping and lighting. Output merging combines fragments and uses the z-buffer to remove hidden surfaces when displaying the final pixels.
This document discusses the computer graphics pipeline. It describes the key stages of the pipeline including modeling, transforms, lighting calculations, viewing transforms, clipping, projection transforms, and rasterization. It also provides details on OpenGL and how it implements aspects of the graphics pipeline such as specifying the camera viewpoint using functions like gluLookAt. Finally, it gives an example of how to implement camera rotation in an OpenGL application to view a 3D scene from different angles.
Computer Graphics - Lecture 03 - Virtual Cameras and the Transformation Pipeline💻 Anton Gerdelan
Slides from when I was teaching CS4052 Computer Graphics at Trinity College Dublin in Ireland.
These slides aren't used any more so they may as well be available to the public!
There are some mistakes in the slides, I'll try to comment below these.
Build Your Own 3D Scanner: 3D Scanning with Swept-PlanesDouglas Lanman
Build Your Own 3D Scanner:
3D Scanning with Swept-Planes
http://mesh.brown.edu/byo3d/
SIGGRAPH 2009 Courses
Douglas Lanman and Gabriel Taubin
This course provides a beginner with the necessary mathematics, software, and practical details to leverage projector-camera systems in their own 3D scanning projects. An example-driven approach is used throughout; each new concept is illustrated using a practical scanner implemented with off-the-shelf parts. The course concludes by detailing how these new approaches are used in rapid prototyping, entertainment, cultural heritage, and web-based applications.
GFX Part 5 - Introduction to Object Transformations in OpenGL ESPrabindh Sundareson
The document discusses transformations in 3D graphics. It explains that OpenGL ES uses a right-handed coordinate system where negative z-values go into the screen, while GLKit uses a left-handed system. It also covers matrix operations for translation, rotation, projection and viewport transformations to position and render 3D objects correctly. Real-life 3D models are stored using vertices, indices, normals and texture coordinates, and tools like Blender and Assimp can be used to import and export 3D models.
論文紹介"DynamicFusion: Reconstruction and Tracking of Non-‐rigid Scenes in Real...Ken Sakurada
CVPR2015(Best Paper Award)の論文紹介
"DynamicFusion: Reconstruction and Tracking of Non-‐rigid Scenes in Real-‐Time"
Richard A. Newcombe, Dieter Fox, Steven M. Seitz
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Heart Touching Romantic Love Shayari In English with ImagesShort Good Quotes
Explore our beautiful collection of Romantic Love Shayari in English to express your love. These heartfelt shayaris are perfect for sharing with your loved one. Get the best words to show your love and care.
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1. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
Perspective projection (outline)
1 The graphics pipeline: part I
2 Windowing transforms
3 Perspective transform
4 Camera transformation
5 Wrap-up
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
2. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
Projecting from arbitrary camera positions
Camera transformation
Orthographic projection and the canonical view volume
Windowing transform
The graphics pipeline: part I
Given an arbitrary camera
position, we want to display
the objects in the model in an
image
The projection should be
perspective projection.
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
3. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
Projecting from arbitrary camera positions
Camera transformation
Orthographic projection and the canonical view volume
Windowing transform
Camera transformation
We simplify by moving the
camera viewpoint to the
origin, such that we look into
the direction of the negative
z-axis.
−Z
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
4. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
Projecting from arbitrary camera positions
Camera transformation
Orthographic projection and the canonical view volume
Windowing transform
Orthographic projection
Orthographic projection is a
lot simpler than perspective
projection, so we transform the
clipped view frustum to an
axis-parallel box
−Z
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
5. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
Projecting from arbitrary camera positions
Camera transformation
Orthographic projection and the canonical view volume
Windowing transform
The canonical view volume
To simplify our calculations,
we transform to the canonical
view volume
(−1, −1)
(1, 1)
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
6. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
Projecting from arbitrary camera positions
Camera transformation
Orthographic projection and the canonical view volume
Windowing transform
Windowing transform
We apply a windowing
transform to display the square
[−1, 1] × [−1, 1] onto an
m × n image.
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
7. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
Projecting from arbitrary camera positions
Camera transformation
Orthographic projection and the canonical view volume
Windowing transform
The graphics pipeline: part I
Every step in the sequence can
be represented by a matrix
operation, so the whole process
can be applied by performing a
single matrix operation!
(Well: almost.)
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
8. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
The canonical view volume
The orthographic view volume
The orthographic projection matrix
The canonical view volume
The canonical view volume is a
2 × 2 × 2 box, centered at the
origin.
The clipped view frustum is
transformed to this box (and
the objects within the view
frustum undergo the same
transformation).
Vertices in the canonical view
volume are orthographically
projected onto an m × n
image.
−z
x
y
(−1, −1, 1)
(1, 1, −1)
(1, −1, −1)
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
9. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
The canonical view volume
The orthographic view volume
The orthographic projection matrix
Mapping the canonical view volume
We need to map the square
[−1, 1]2 onto a rectangle
[−1
2, m − 1
2] × [−1
2, n − 1
2].
The following matrix takes
care of that:
m
2 0 m
2 − 1
2
0 n
2
n
2 − 1
2
0 0 1
(−1, −1)
(1, 1)
m
n
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
10. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
The canonical view volume
The orthographic view volume
The orthographic projection matrix
The orthographic view volume
The orthographic view volume
is an axis-aligned box
[l, r] × [b, t] × [n, f].
Transforming it to the
canonical view volume is done
by
2
r−l 0 0 0
0 2
t−b 0 0
0 0 2
n−f 0
0 0 0 1
1 0 0 −l+r
2
0 1 0 −b+t
2
0 0 1 −n+f
2
0 0 0 1
−z
x
y
(−1, −1, 1)
(1, 1, −1)
(1, −1, −1)
(l, b, n)
(r, t, f)
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
11. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
The canonical view volume
The orthographic view volume
The orthographic projection matrix
The orthographic projection matrix
We can combine the matrices into one:
Mo =
m
2 0 0 m
2 − 1
2
0 n
2 0 n
2 − 1
2
0 0 1 0
0 0 0 1
2
r−l 0 0 0
0 2
t−b 0 0
0 0 2
n−f 0
0 0 0 1
1 0 0 −l+r
2
0 1 0 −b+t
2
0 0 1 −n+f
2
0 0 0 1
Given a point p in the orthographic view volume, we map it to a
pixel [i, j] as follows:
i
j
zcanonical
1
= Mo
xp
yp
zp
1
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
12. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
Transforming the view frustum
Perspective transform matrix
Homogeneous coordinates
Transforming the view frustum
We have to transform the view
frustum into the orthographic view
volume. The transformation needs to
Map lines through the origin to
lines parallel to the z axis
Map points on the viewing
plane to themselves.
Map points on the far plane to
(other) points on the far plane.
Preserve the near-to-far order of
points on a line.
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
13. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
Transforming the view frustum
Perspective transform matrix
Homogeneous coordinates
Transforming the view frustum
(cf. book, fig. 7.12)
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
14. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
Transforming the view frustum
Perspective transform matrix
Homogeneous coordinates
Transforming the view frustum
(cf. book, fig. 7.10)
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
15. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
Transforming the view frustum
Perspective transform matrix
Homogeneous coordinates
Perspective transform matrix
The following matrix does the trick:
Mp =
1 0 0 0
0 1 0 0
0 0 n+f
n −f
0 0 1
n 0
We have Mp
x
y
z
1
=
x
y
z n+f
n − f
z
n
Hmmmm. . . is that what we
want. . . ?
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
16. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
Transforming the view frustum
Perspective transform matrix
Homogeneous coordinates
Homogeneous coordinates
We have seen homogeneous coordinates before, but so far, the
fourth coordinate of a 3D point has alway been 1.
In general, however, the homogeneous representation of a point
(x, y, z) in 3D is (hx, hy, hz, h). Choosing h = 1 has just been a
convenience.
So we have:
Mp
x
y
z
1
=
x
y
z n+f
n − f
z
n
homogenize
−−−−−−−−→
nx
z
ny
z
n + f − fn
z
1
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
17. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
Transforming the view frustum
Perspective transform matrix
Homogeneous coordinates
Transforming the view frustum
(cf. book, fig. 7.9)
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
18. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
Transforming the view frustum
Perspective transform matrix
Homogeneous coordinates
Homogeneous coordinates
Note: moving and scaling still work properly
For example: translation
1 0 0 tx
0 1 0 ty
0 0 1 tz
0 0 0 1
hx
hy
hz
h
=
hx + htx
hy + hty
hz + htz
h
homogenize
−−−−−−−−→
x + tx
y + ty
z + tz
1
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
19. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
Aligning coordinate systems
Transformation matrix
Aligning coordinate systems
Given a camera coordinate system
with origin e and orthonormal base
(u, v, w), we need to tranform
objects in world space coordinates
into objects in camera coordinates.
This can alternatively be considered
as aligning the canonical coordinate
system with the camera coordinate
system.
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
20. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
Aligning coordinate systems
Transformation matrix
Camera transformation
The required transformation is taken
care of by Mv =
xu yu zu 0
xv yv zv 0
xw yw zw 0
0 0 0 1
1 0 0 −xe
0 1 0 −ye
0 0 1 −ze
0 0 0 1
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection
21. The graphics pipeline: part I
Windowing transforms
Perspective transform
Camera transformation
Wrap-up
Wrap-up
If we combine all steps, we get:
compute Mo
compute Mv
compute Mp
M = MoMpMv
for each line segment (ai, bi) do
p = Mai
q = Mbi
drawline(xp/hp, yp/hp, xq/hq, yq/hq)
Graphics, 1st period 2006/2007 Lecture 6: Orthographic and perspective projection