Chapter_1_Introduction (2)
Chapter_1_Introduction (2)
MODEL
In computer graphics, the camera model is essential for viewing and rendering 3D scenes. It
defines how a 3D scene is projected onto a 2D display, allowing for the simulation of perspective
and depth. Perceptually Realistic Rendering is a type of rendering technique that seeks to replicate the
characteristics of a real camera or the human eye, rather than the perfectly sharp neutral pictures
usually produced by computer graphics.
The process of adjusting the visible area of a scene to fit a specific region of interest is known as Region
of Interest (ROI) rendering.
In computer graphics, projections are essential for rendering 3D objects onto a 2D display. There
are two primary types of projections: perspective and orthographic, each serving different
purposes and producing distinct visual effects.
1. Perspective Projection
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Perspective projection simulates how the human eye perceives the world. It creates a sense of
depth by making objects appear smaller as they move further away from the viewer. Key
characteristics include:
Center of Projection: The point from which the scene is viewed, typically located at a
finite distance from the projection plane.
A projection plane in computer graphics is an imaginary flat surface that a 3D object is
projected onto to create a 2D view. The projection is created by connecting the points
where the lines of sight from the object pierce the projection plane.
The center of projection is the viewpoint of the camera or the viewer's eye. The type of projection
used depends on the user's needs.
Vanishing Points: Lines that are parallel in 3D space converge at a point in the 2D
projection, creating the illusion of depth.
One point perspective is a drawing technique that uses a single vanishing point to create a
realistic, three-dimensional image on a two-dimensional surface:
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Vanishing point
The point where all lines converge in a one-point perspective drawing. It's located on the
horizon line, or eye level.
o Two Point Perspective: Involves two vanishing points, typically used when the
projection plane intersects two principal axes.
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o Three Point Perspective: All three principal axes intersect the projection plane,
providing a more complex and realistic view [2].
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Orthographic Projection
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Orthographic projection, on the other hand, maintains parallel lines and does not convey depth.
This type of projection is useful for technical drawings and architectural plans. Key features
include:
Parallel Lines: All projection lines are parallel to each other, preserving the relative
proportions of objects.
Types of Orthographic Projection:
o Front, Side, and Top Views: Commonly used in engineering and architectural
drawings to represent different aspects of an object.
o Oblique Projections: Projectors are not perpendicular to the projection plane,
allowing for a more dynamic representation of 3D objects
Comparison of Projections
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Use Cases: Perspective projections are often used in video games and simulations for
realism, whereas orthographic projections are preferred in technical fields for accuracy
and clarity.
Clipping is a process used to determine whether a point (X,Y) lies within a defined window (or
viewport). It checks the minimum and maximum coordinates of the window and decides what
portion of the graphics should be rendered or displayed based on whether points fall within this
range.
In computer graphics, understanding the types of light sources is crucial for creating realistic
lighting effects in 3D scenes. Each type of light source has unique characteristics that influence
how light interacts with objects. Here are the main types of light sources commonly used:
1. Ambient Light
Description: Ambient light provides a uniform illumination across the scene, simulating
indirect light that is scattered in the environment.
Characteristics: It does not have a specific direction and does not create shadows.
Ambient light ensures that all parts of a scene are visible, even in the absence of direct
light sources.
The technique or process to convert a range of input colors into another range of colors is
commonly referred to as color mapping or color transformation.
2. Point Light
Description: A point light emits light uniformly in all directions from a single point in
space, similar to a light bulb.
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Characteristics: The intensity of the light diminishes with distance, and it can cast
shadows. The position of the light source is important, as it affects how objects are
illuminated based on their distance from the light.
3. Directional Light
Description: Directional lights simulate sunlight, emitting parallel rays of light that affect
all objects in the scene equally.
Characteristics: The direction of the light is constant for all surfaces, and it creates
shadows based on its direction. The position of the light source is not important, as it is
treated as if it is infinitely far away.
4. Spot Light
Description: A spotlight emits light in a specific direction and within a defined cone,
similar to a theater spotlight.
Characteristics: It has a cutoff angle that defines the area of illumination and can create
focused lighting effects and shadows. The position and direction of the spotlight are
crucial for its effect on the scene.
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5. Area Light
Description: Area lights emit light from a defined surface area, such as a fluorescent
light panel.
Characteristics: They provide soft shadows and more realistic lighting effects compared
to point lights, as they simulate the way light interacts with surfaces in the real world.
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