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Understanding 3D Coordinate Systems

The document discusses various coordinate systems used in computer graphics, including local, world, view, screen, and normalized device coordinates. It explains the differences between physical and logical pixels, as well as the concept of 3D space (cyberspace) and the graphics pipeline that transforms 3D points into 2D pixel coordinates. Additionally, it covers right-handed and left-handed coordinate systems and the importance of defining object geometry and camera positioning in 3D environments.

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0% found this document useful (0 votes)
36 views20 pages

Understanding 3D Coordinate Systems

The document discusses various coordinate systems used in computer graphics, including local, world, view, screen, and normalized device coordinates. It explains the differences between physical and logical pixels, as well as the concept of 3D space (cyberspace) and the graphics pipeline that transforms 3D points into 2D pixel coordinates. Additionally, it covers right-handed and left-handed coordinate systems and the importance of defining object geometry and camera positioning in 3D environments.

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c05b8d8c5b
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Coordinate Systems (CS)

• Since geometric objects have many characteristic such as size, shape,


location and orientation then to describe, measure and analyze this
characteristics we require a frame of reference called (CS)
• OpenGL and many other graphics systems use a right-handed
coordinate system
The built-in Coordinate system
The difference between
Physical and Logical Pixels

Physical Pixels are the actual dots displayed on an output


device
Logical pixels are like mathematical points: they specify a
location, but are assumed to occupy no area.
3D Space (Cyberspace)

• 3D space is a mathematically defined cube of cyberspace


inside your computer’s memory
• Cyberspace differs from real- physical space because it is a
mathematical universe that can exist only inside the
computer
• Cyberspace
– Is the coordinate-based virtual space inside the computer’s
memory where 3D scenes are constructed and animated
3D Space (Cyberspace) Example
Remark

• An axis is an imaginary line in Cyberspace


• There are 3 standard axes in 3D programs which are
referred to as x (left-right), y(up-down), and z(in-
out)
• Think of coordinates as a “street address” for every
point in 3D Space (Cyberspace)
Graphics Pipeline
• The graphics pipeline describes a series of matrix-vector multiplications that allow
us to transform a 3D point into a 2D pixel coordinate on the screen
• Our model (vertex) is originally defined in object space. For example, if you load a
3D model from a file, each vertex of this model will be defined with respect to
some local coordinate origin , which could be in the middle of the object.
• Example: Say you are modeling a room with several identical chairs in it. You only
need a single 3D model of a chair and then you create several copies of that and
place them in the room. The 3D chair model will have its own origin and all points
in the file will be defined with respect to that. This is object space.
• To place each chair at a different position in the room, which now has another
coordinate origin, e.g. the corner or center of the room, we need to translate,
rotate, and scale each chair so that it goes where it belongs in the room. We can
think of this sequence of rotation, translation, and scale operations as transforming
the vertices of the chair from object space into world space (e.g., the coordinate
system of the room).
Illustration of the graphics pipeline
CS Classification

• Local coordinate system


• World coordinate system
• View coordinate system
• Screen coordinate system
• Projection plane coordinate system
• Normalized device coordinate system (NDC)
Coordinate Systems
 Grasp z-axis with hand
 Thumb points in direction of z-axis
 Roll fingers from positive x-axis towards positive y-axis

Y
Right-handed
coordinate
Z
system

Left-handed
coordinate X
system

Z
Right-handed Coordinate Systems

Y
Z

Z Y

X X
Left -handed Coordinate Systems

Y Y Z

Z X

X
Z X

Y
Cross Product Right Hand Rule
 Orient your right hand such that your palm is at the beginning of A
and your fingers point in the direction of A
 Twist your hand about the A-axis such that B extends perpendicularly
from your palm
 As you curl your fingers to make a fist, your thumb will point in the
direction of the cross product
– Point thumb, index finger, and middle finger in orthogonal
directions
• Thumb = x-axis
• Index = y-axis
• Middle = z-axis
World (Global) Coordinate System

• It is a user defined 3D coordinate system that form


the basis for defining and locating in space all
objects in a computer graphics scene including the
observer`s position and line of sight.
– Left-handed coordinate system
– Right-handed coordinate system
3D Object Representation
Local Coordinate System

• Is used to define the geometry of an object


independent of the global system
View Coordinate System
• Is a three dimensional coordinates (left-handed) that
provide a general viewing approach of the camera
position and orientation in 3D space.

X Eye
Projection Plane
Y
Picture (Projection) Plane

• Is a two dimensional coordinate system used in


the viewing operation
Screen Coordinate system
• Is a 2D coordinate of a particular graphics display
surface device.
Normalized Device Coordinate System
(NDC)

• For the purpose of a standard approach to all


graphics equipment, the notion of NDC has been
invented so graphics patterns can be discussed using
a standard coordinate system independent of any
particular graphics device (0<x<1,0<y<1).

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