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Transcript of GVE, Hallym University, Chang Geun Song Ph.D. 1 Chap2. 3D Graphics Fundamentals 한림대학교...
![Page 1: GVE, Hallym University, Chang Geun Song Ph.D. 1 Chap2. 3D Graphics Fundamentals 한림대학교 컴퓨터공학부 송 창근.](https://reader033.fdocuments.net/reader033/viewer/2022051417/5697bfc61a28abf838ca76a5/html5/thumbnails/1.jpg)
GVE, Hallym University, Chang Geun Song Ph.D.
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Chap2. 3D Graphics Fundamentals
한림대학교 컴퓨터공학부송 창근
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What you’ll learn in this chapter
How the eyes perceive three dimensions How a 2D image can have the appearance
of 3D How Cartesian coord specify object
position What a clipping volume is How viewports affect image dimensions
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What you’ll learn in this chapter
How 3D objects are built from 2D primitives
How to work with Orthographics and Perspective Projections
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3D Perception
양쪽눈은 물체에 대해서 약간의
서로 다른 이미지를 바라본다 . 물체와 거리가 멀어지면 가
작아진다 . 반대로 거리가 가까와지면 의 값이 커진다 .
예 ) Viewmaster 혹은 3D 영화 거리 측정 실험 . ( 외눈 , 양안
사용 )
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2D + Perspective = 3D
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2D + Perspective = 3D
Perspective
• 가까이 있는 물체가 멀리 있는 물체보다 커 보이는 현상
• Perspective + Color changes, textures, lighting, and variations of color intensity — 3D image perception
• Perspective 만으로도 3 차원 인식 가능
•예 ) Fig. 2-2, Wireframe cube, 단점은 2 가지 형태로 보임 .
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• Fig. 2-2 전면과 후면을 구별하기 힘듬
• Fig. 2-2 가 solid 이면 후면은 전면에 의해 가려 지므로 후면을 볼 수 없다 . 따라서 전면과 후면을 혼동하지 않을 수 있음 .
• Fig. 2-3, Hidden lines are removed.
Hidden Line Removal
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Colors and Shading
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Colors and Shading
• Fig. 2-4 은 실제 물건 같지가 않다 . 육방체의 모든 면이 같은 색깔이다 .
• 현실감이 있게 보이도록 원근감을 갖도록 하려면
• 보이는 3 개의 면을 서로 다른 색으로 그리거나
• 보이는 3 개의 면을 같은 색으로 하되 빛의 조도에 따라서 shading 을 갖도록 한다 . (Fig. 2-5)
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Light and Shadows
빛의 효과 (Lighting) It causes a surface of a
uniform color to appear shaded (illuminated)
It cast a shadow Two source of light
– Ambient : undirected,
– Directional Point source, Lamp
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Coordinate Systems
How to draw 3D objects on the screen (2D)?
• Using output primitives such as points, lines, polygons etc.
• Position : (row, column)
• Standard VGA
• 640 pixels from left to right
•480 pixels from top to bottom
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2D Cartesian Coordinates
How to map the true coordinate to window coord.
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Coordinate ClippingTwo Clipping Areas : 0 x150, 0y100
-75x75, -50y50
( 참고사항 )Windows(Microsoft) : for positive y to move down from top to bottom of the window
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Viewports, Your Window to 3D
Fig. 2-9 A viewport defined as twice the size of the clipping area
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Viewports, Your Window to 3D
Fig. 2-10 A viewport defined as the same dimensions as the clipping area.
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Viewports, Your Window to 3D
Viewport : the region within the window’s client area
that will be used for drawing the clipping area
• Fig. 2-9 : Each increment in the logical coordinate system would be matched by 2 increments in the physical coordinate system of the window (pixel)
• Fig. 2-10 : shows a viewport that matches the clipping area.
• What if we set the viewport to be larger than the window client area?
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Drawing Primitives
Primitives : points, lines, and
polygons (a flat, multisided shape)
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3D Cartesian Coordinates
Z-axis (new axis), Right-Handed System(RHS)
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Projections, The Essence of 3D
Fig. 2-12. A 3D image projected onto a 2D surface
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Projections, The Essence of 3D
Projection :
It is like tracing the outlines of some object behind a piece of glass with black marker.
Clipping Volume :
you want to be displayed in your window.
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Orthographic Projection
• Orthographic parallel projection rectangular clipping volume
• Architectural design or CAD
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Perspective Projection
• Viewing volume : like a pyramid with the top shaved off
• Frustum
• More realistic, simulation, 3D animaton