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3D VIEWING ILLUSTRATED

3d Viewing Illustrated

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3d Viewing Illustrated. What you SEE depends on your position. In the real world, what you see depends on where you stand, the direction you look, how you tilt your head, and so on. 3D Versus 2D. In 3D, the y-axis typically points up instead of down. - PowerPoint PPT Presentation

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Page 1: 3d Viewing Illustrated

3D VIEWING ILLUSTRATED

Page 2: 3d Viewing Illustrated

WHAT YOU SEE DEPENDS ON YOUR POSITION

• In the real world, what you see depends on where you stand, the direction you look, how you tilt your head, and so on.

Page 3: 3d Viewing Illustrated

3D VERSUS 2D

• In 3D, the y-axis typically points up instead of down. • Negative coordinates, which are rarely used in

2D, are quite common in 3D. • Because of this, the origin is at the center of

space as opposed to the top-left corner as in 2D

Page 4: 3d Viewing Illustrated

MAJOR DIFFERENCES BETWEEN 2D AND 3D

Page 5: 3d Viewing Illustrated

RIGHT HANDED COORDINATE SYSTEM

Page 6: 3d Viewing Illustrated

CAMERA POSITION

• Camera positioned at (5, 5, 5):• Looking at the southeast side

Page 7: 3d Viewing Illustrated

SOUTHWEST SIDE

• Move the camera to position (-5,5,5):• Looking at the southwest side

Page 8: 3d Viewing Illustrated

LOOKDIRECTION

• The lookdirection is a vector that tells the camera where to look.• For the camera below the lookdirection is (-1,-1,-

1):

Page 9: 3d Viewing Illustrated

MOVING THE CAMERA

• Moving the camera does not change the lookdirection:

Page 10: 3d Viewing Illustrated

THE LOOKDIRECTION IS BASED ON A LOOKAT POINT

• Changing the lookdirection:

Page 11: 3d Viewing Illustrated

LOOKAT AND LOKDIRECTION

• The easiest way to determine the lookdirection is specify a lookat point in the scene and subtract the camera position from it:

lookat – camera position• For the above camera position, if the lookat is

(0,0,0), then look direction is:• Lookdirection = (0,0,0) – (-5,5,5) = (5, -5, -5)

Page 12: 3d Viewing Illustrated

SOUTHWEST VIEW

• Given an orthographic camera and the above lookdirection we get the following scene:

Page 13: 3d Viewing Illustrated

THE UP DIRECTION

• The lookdirection is not enough to get the correct view:

Page 14: 3d Viewing Illustrated

UP DIRECTION NOT CHANGED

Page 15: 3d Viewing Illustrated

UP DIRECTION WRONG

Page 16: 3d Viewing Illustrated

CORRECT

Page 17: 3d Viewing Illustrated

CORRECT

Page 18: 3d Viewing Illustrated

TRANSFORM UP DIRECTION

Page 19: 3d Viewing Illustrated

UP DIRECTION ANALOGY

if you're designing a flight simulator, up is the direction perpendicular to the plane's wings, from the plane toward the sky when the plane is on the ground.

Page 20: 3d Viewing Illustrated

DEFAULT CAMERA POSITION

Page 21: 3d Viewing Illustrated

ROTATING THE CAMERA

• We will call rotation around the look vector (or z axis) Roll. • Rotation around the up vector (or y axis) is called

Yaw. • Rotation around the Right vector (x axis) is called

Pitch. • Below is a picture of an aircraft showing roll, pitch

and yaw in terms of the aircraft's local axis. Note: we can use a similar system for our object rotations

Page 22: 3d Viewing Illustrated

ROLL, PITCH AND YAW