UCSD CSE 167 - Clipping & Scan Conversion (47 pages)

Previewing pages 1, 2, 3, 22, 23, 24, 45, 46, 47 of 47 page document View the full content.
View Full Document

Clipping & Scan Conversion



Previewing pages 1, 2, 3, 22, 23, 24, 45, 46, 47 of actual document.

View the full content.
View Full Document
View Full Document

Clipping & Scan Conversion

91 views


Pages:
47
School:
University of California, San Diego
Course:
Cse 167 - Computer Graphics
Computer Graphics Documents

Unformatted text preview:

Clipping Scan Conversion CSE167 Computer Graphics Instructor Steve Rotenberg UCSD Fall 2005 Project 2 Render a 3D hand made up of individual boxes using hierarchical transformations push pop The hand should perform some simple motion such as opening and closing the fingers Enable some basic lighting Use object oriented classes for Model like project 1 Hand Finger if you want Camera Light Example Yaw A spaceship is floating out in space with a matrix W The pilot wants to turn the ship 10 degrees to the left yaw Show how to modify W to achieve this Example Yaw We rotate W around its own b vector using the arbitrary axis rotation matrix In addition we pivot the rotation about the object s position d vector M T W d R a W b 10 T W d W M W where Ra a a x2 c 1 a x2 a x a y 1 c a z s a x a z 1 c a y s 0 a x a y 1 c a z s a y2 c 1 a y2 a x a z 1 c a y s a y a z 1 c a x s a y a z 1 c a x s a z2 c 1 a z2 0 0 0 0 0 1 Triangle Rendering The main stages in the traditional graphics pipeline are Transform Lighting Clipping Culling Scan Conversion Pixel Rendering Transformation In the transformation stage vertices are transformed from their original defining object space through a series of steps into a final 2 5D device space of actual pixels 1 v 4 D P C W v v x v y v v w v w v D v v z v w Transformation Step 1 v 4D P C W v 1 v The original vertex in object space W Matrix that transforms object into world space C Matrix that transforms camera into world space C 1 will transform from world space to camera space P Non affine perspective projection matrix v Transformed vertex in 4D un normalized viewing space Note sometimes this step is broken into two or more steps This is often done so that lighting and clipping computations can be done in camera space before applying the non affine transformation Transformation Step 2 v x v v w v y v w v z v w In the next step we map points from 4D space into our normalized viewing space called image space which ranges from 1 to 1 in x y and z From



View Full Document

Access the best Study Guides, Lecture Notes and Practice Exams

Loading Unlocking...
Login

Join to view Clipping & Scan Conversion and access 3M+ class-specific study document.

or
We will never post anything without your permission.
Don't have an account?
Sign Up

Join to view Clipping & Scan Conversion and access 3M+ class-specific study document.

or

By creating an account you agree to our Privacy Policy and Terms Of Use

Already a member?