5 - Projective Geometry Flashcards

1
Q

The coordinate system uses 5 main sets of coordinates

A

local,
world,
view,
clip
screen coordinates

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2
Q

Projective Geometry

A

Projections transform points in n-space to m-space, where m < n. Transforming from 3D coordinates to 2D is known as projective transformation

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3
Q

Perspective projection vs Parallel

A

Perspective :
where the distance from the centre of projection to the projection plane is infinite.

+ size varies inversely to distance - realistic
- distance and angles are not preserved
- parallel lines do not remain parallel

Parallel:
where the distance from the centre of projection to the projection plane is finite. (projection lines are parallel to each other)

+ good for exact measurements
+ parallel lines remain parallel
- distance and angles are not preserved
- less realistic

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4
Q

For parallel projections, a Direction of Projection (DOP) may be specified instead of a COP.

There are 3 types of parallel projection:

A

orthographic, axonometric, and oblique.

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5
Q

orthographic projection :

A

DOP is perpendicular to the projection plane.

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6
Q

Perspective Projection types

A

Pinhole camera model
Frustum projection

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7
Q

Pinhole camera model

A

assumes that light passes through a single point (the “pinhole”) before forming an image on the opposite side of a darkened box.

The distance between the aperture and the light-sensitive surface is called the focal length, f.

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8
Q

Frustum projection model

A

uses a pyramid-shaped frustum to project a 3D scene onto a 2D screen.

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9
Q

The Projection Matrix Pinhole Camera Model homogenous formula

A

|y1| |f/s1 0 o1 0 | |x1|
|y2| = | 0 f/s2 o2 0 | |x2|
|y3| | 0 0 1 0 | |x3|
| 1 |

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10
Q

Frustum Definition

A

A frustum is defined by a near clipping distance n, a far clipping distance f and the left l, right r, top t and bottom b clipping planes – it generates the following matrix:

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11
Q

Viewport Transformation

A

transforms from clip/canonical space (the normalised [-1, 1] × [-1, 1] space) to the viewport’s pixel coordinates, within [umin, umax] × [vmin, vmax].

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12
Q

Viewport Transformation steps

A

This involves 2D translation and scaling:
⦁ Translate canonical volume to its corner
⦁ Scale to fit the size of the 3D viewport
⦁ Translate to the lower left corner

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