OK.
So hello and welcome for our computer graphics lecture.
And today we will speak about another important part
of the rendering pipeline.
And these are transformations.
So when doing rendering, as you will see today
and in the next lectures, we will
do lots of geometric transformations on points.
So we will interpret points in different coordinate systems.
And it's a long way from a point that
is defined somewhere in a local coordinate system
up to the moment that it's on the screen
and directly has a pixel address.
And the different phases, the different steps
of this pipeline, we will speak about later on.
Today we will speak about the theory of these transformations
and how we can describe these transformations
in a nice and elegant way that is not really redundant
but supports everything that we will need during
or within our rendering pipeline.
And yeah, so we will start with a simple or rather simple
class, subclass of transformations.
These are affine transformations.
We will see what different steps we can describe by these.
We will then have a look at homogeneous coordinates.
Some of you probably already saw these.
And we'll then go to a more interesting class
of transformations.
These are projective transformations.
These will be required to also represent perspective, which
is, as you will see, not that simple.
And since they are a very important subpart,
and there are many different ways to describe them,
we will have a closer look in particular on rotations.
OK, but first of all, let me give you
a little introduction about the different phases where
we will need transformations and what types of transformations
will be applied there.
So in our rendering pipeline, we first of all
have these steps that describe what we will call the modeling
transformation.
The idea of the modeling transformation
is the following.
We have a world coordinate system
that we can define somehow.
So we say, OK, now this is our origin, here, my hand.
This is the x.
This is the y.
And this is, no, this is x.
This is y.
Presenters
Zugänglich über
Offener Zugang
Dauer
01:27:03 Min
Aufnahmedatum
2013-11-05
Hochgeladen am
2019-04-05 04:29:03
Sprache
de-DE
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Graphik Pipeline
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Clipping
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3D Transformationen
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Hierarchische Display Strukturen
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Perspektive und Projektionen
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Visibilitätsbetrachtungen
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Rastergraphik und Scankonvertierung
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Farbmodelle
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Lokale und globale Beleuchtungsmodelle
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Schattierungsverfahren
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Ray Tracing und Radiosity
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Schatten und Texturen
- P. Shirley: Fundamentals of Computer Graphics. AK Peters Ltd., 2002
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Hearn, M. P. Baker: Computer Graphics with OpenGLD. Pearson
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Foley, van Dam, Feiner, Hughes: Computer Graphics - Principles and Practice
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Rauber: Algorithmen der Computergraphik
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Bungartz, Griebel, Zenger: Einführung in die Computergraphik
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Encarnação, Strasser, Klein: Computer Graphics