coefficient de perspective


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PDF DESSIN EN PERSPECTIVE

Coefficient de fuite: c'est un nombre compris entre 0 et 1par lequel nous multiplions les dimensions réelles des segments fuyants (sur les droites fuyantes) 

PDF Lecture3 camera calibration-3

J Ponce F-F Li Silvio Savarese Lecture 3 - 14-‐Jan-‐15 In this lecture we will discuss the topic of camera calibration We will start with a recap of camera models Next we will formulate the camera calibration problem and investigate how to estimate the unknown parameters

PDF PERSPECTIVE CAVALIÈRE RÈGLES DE LA PERSPECTIVE CAVALIÈRE

Toute longueur sur cette fuyante est multipliée par un coefficient k (0 < k < 1) appelé coefficient de perspective EXEMPLE : Le cube ci-contre a été tracé en perspective cavali ère avec un angle de fuite de 45° Observations Citer deux plans frontaux : Quel est le plan de face ? Quel est le plan de dessous ?

PDF Perspective Drawing and Projective Geometry

The Renaissance was a cultural movement that profoundly affected European intellectual life in the early modern period (15th century) Beginning in Italy and spreading to the rest of Europe by the 16th century its influence was felt in literature philosophy art music politics science religion and other aspects of intellectual inquiry

PDF Perspective Projection Transformation

Transformation in 3 steps: scene coordinates => camera coordinates projection of camera coordinates into image plane camera coordinates => image coordinates Perspective projection equations are essential for Computer Graphics For Image Understanding we will need the inverse: What are possible scene coordinates of a point visible in the image?

PDF Perspective-2pdf

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PDF Projection viewing

Review: transformation from the object (or model) coordinate frame to the camera (or eye) coordinate frame Projection Perspective projection Projective homogeneous coordinates Projective transformation Orthographic projection Viewing

PDF Regles-perseptivepdf

Pour cela on multiplie la longueur réelle par un coefficient de perspective donné (en général 07 ou 05) Exemple: Dessiner un cube de côté 4 cm en 

PDF The Geometry of Perspective Projection

We ak Perspective Projection-Perspective projection is a non-linear transformation -Wecan approximate perspective byscaled orthographic projection (i e linear trans-formation) if: (1) the object lies close to the optical axis (2) the object’sdimensions are small compared to its average distance Z from the camera (i e z < Z/20)

PDF The Mathematics of Perspective Drawing: From Vanishing Points

Implementing perspective rendering on a computer: Create the 3D image by specifying the 3D coordinates (xyz) of all the objects Homogenize the coordinates: (xyz) (xyz1) Apply a perspective 4X4 homogeneous linear transformation T to all the points in the image: T: (x y z 1) (x y z 1 1 1 w)

  • C'est quoi le coefficient de fuite ?

    Coefficient de fuite: c'est un nombre compris entre 0 et 1par lequel nous multiplions les dimensions réelles des segments fuyants (sur les droites fuyantes) pour obtenir leurs dimensions sur le dessin. .
    Exemple : dessin d'un cube de 36 mm d'arête.

  • Comment calculer la perspective cavalière ?

    Pour cela on multiplie la longueur réelle par un coefficient de perspective donné (en général 0,7 ou 0,5).
    Exemple: Dessiner un cube de côté 4 cm en perspective cavalière avec un angle de fuite de 40° et un coefficient de perspective de 0,5.

  • Quelles sont les règles de la perspective cavalière ?

    En perspective cavalière,

    les milieux sont conservés ;les contacts sont conservés : dans l'espace, deux droites parallèles sont représentées par des droites parallèles et deux droites sécantes sont représentées par des droites sécantes ;les rapports de longueurs sont conservés.

  • En général cet angle est compris entre 30° et 60°.

CSE 167: Computer Graphics

Review: transformation from the object (or model) coordinate frame to the camera (or eye) coordinate frame Projection Perspective projection Projective homogeneous coordinates Projective transformation Orthographic projection Viewing cseweb.ucsd.edu

Review: coordinate frames

Object (or model) coordinate frame World coordinate frame Camera (or eye) coordinate frame Camera (or eye) coordinates Object (or model) coordinates World coordinates cseweb.ucsd.edu

Camera (or eye) coordinate frame

All objects in pyramid of vision are potentially imaged by the camera or seen by the Up Backward +Z eye +Y +X Right “Pyramid of vision” cseweb.ucsd.edu

View frustum

Truncate pyramid of vision with near and clipping planes Near and far planes are usually parallel to camera X‐Y plane Up Objects outside the view frustum are “clipped” Backward +X +Z Right cseweb.ucsd.edu

Perspective projection transformation

• 3D projective transformation from the view frustum in the camera (or eye) coordinate frame to the canonical view volume in the normalized device coordinate frame camera (or eye) coordinate frame this is a left handed coordinate system normalized device coordinate frame Perspective projection transformation cseweb.ucsd.edu

Parallel projection

View frustum in this is a left handed coordinate system Canonical view volume in camera (or eye) coordinate frame normalized device coordinate frame Orthographic projection transformation • Orthographic projection transformation is much simpler than perspective projection transformation Used in many games cseweb.ucsd.edu

View Transformation V

Object (or Model) coordinates World coordinates Camera (or Eye) coordinates Normalized device coordinates Camera (or Eye) Coordinate Frame Window coordinates cseweb.ucsd.edu

Visibility

• At each pixel, we need to determine which triangle is visible cseweb.ucsd.edu

Painter ’s Algorithm

Paint from back to front Need to sort geometry according to depth Every new pixel always paints over previous pixel in frame buffer May need to split triangles if they intersect Intuitive, but outdated algorithm ‐ created when memory was expensive Needed for translucent geometry even today cseweb.ucsd.edu

Exemple: Dessiner un cube de côté 4 cm en perspective cavalière avec un angle de fuite de 40° et un coefficient de perspective de 0,5. Réponse, je dessine  Autres questions

CSE 167: Computer Graphics

Review: transformation from the object (or model) coordinate frame to the camera (or eye) coordinate frame Projection Perspective projection Projective homogeneous coordinates Projective transformation Orthographic projection Viewing cseweb.ucsd.edu

Review: coordinate frames

Object (or model) coordinate frame World coordinate frame Camera (or eye) coordinate frame Camera (or eye) coordinates Object (or model) coordinates World coordinates cseweb.ucsd.edu

Camera (or eye) coordinate frame

All objects in pyramid of vision are potentially imaged by the camera or seen by the Up Backward +Z eye +Y +X Right “Pyramid of vision” cseweb.ucsd.edu

View frustum

Truncate pyramid of vision with near and clipping planes Near and far planes are usually parallel to camera X‐Y plane Up Objects outside the view frustum are “clipped” Backward +X +Z Right cseweb.ucsd.edu

Perspective projection transformation

• 3D projective transformation from the view frustum in the camera (or eye) coordinate frame to the canonical view volume in the normalized device coordinate frame camera (or eye) coordinate frame this is a left handed coordinate system normalized device coordinate frame Perspective projection transformation cseweb.ucsd.edu

Parallel projection

View frustum in this is a left handed coordinate system Canonical view volume in camera (or eye) coordinate frame normalized device coordinate frame Orthographic projection transformation • Orthographic projection transformation is much simpler than perspective projection transformation Used in many games cseweb.ucsd.edu

View Transformation V

Object (or Model) coordinates World coordinates Camera (or Eye) coordinates Normalized device coordinates Camera (or Eye) Coordinate Frame Window coordinates cseweb.ucsd.edu

Visibility

• At each pixel, we need to determine which triangle is visible cseweb.ucsd.edu

Painter ’s Algorithm

Paint from back to front Need to sort geometry according to depth Every new pixel always paints over previous pixel in frame buffer May need to split triangles if they intersect Intuitive, but outdated algorithm ‐ created when memory was expensive Needed for translucent geometry even today cseweb.ucsd.edu

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Coefficient de fuite: c'est le nombre r par lequel nous multiplions les dimensions réelles des segments fuyants (sur les droites fuyantes) pour obtenir leurs dimensions sur le dessin. Le couple (r ; ?) caractérise donc la perspective cavalière employée .

Comment calculer la perspective ?

Il suffit donc de tracer les diagonales de votre premier mur pour en trouver le milieu, puis de tracer la diagonale passant par le coin du mur et le milieu de la seconde arête, et vous obtiendrez alors votre division égale en perspective

Comment calculer le coefficient de fuite ?

Pour obtenir le débit de fuite en litres par seconde: Q (l/s) = Q(m3/s) x1000 Dans ce cas le test de perméabilité doit être joint au dossier.










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