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Camera Movements and Transformations

The document outlines various types of movements in 3D graphics, focusing on object and camera transformations, including key elements such as camera models, viewing processes, and constraints. It discusses the importance of camera positioning, orientation, and parameters like aperture and focal length in creating effective visual representations. Additionally, it provides programming examples for camera manipulation and a task for creating an animation using Blender software.

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0% found this document useful (0 votes)
14 views37 pages

Camera Movements and Transformations

The document outlines various types of movements in 3D graphics, focusing on object and camera transformations, including key elements such as camera models, viewing processes, and constraints. It discusses the importance of camera positioning, orientation, and parameters like aperture and focal length in creating effective visual representations. Additionally, it provides programming examples for camera manipulation and a task for creating an animation using Blender software.

Uploaded by

dfhyfy5
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

TYPES OF MOVEMENTS

1. Object transformation
 2D transformation
 3D transformation
Translate, scaling, rotation, reflection, shear
2. Camera transformation – stereo camera
3. Combination of object and camera movements
INTRODUCTION
OUTLINES

1. Camera model
2. Key elements of the camera
3. Camera movement and transformation
4. Constrains
5. Multi-camera (stereo vision)
6. Programmatically
1- CAMERA MODEL
 Camera defn
 Synthetic Camera = Virtual camera defn
 Difference
2- KEY ELEMENTS OF THE CAMERA SETUP

1. Plane - Film
1. Viewing volume→ what eye view
2. Frustum → what camera view → by rendering part
1. Front , far→ distance
2. Position oriention Up vector, look vector

2. Image plane =Aspect ration →size of image (square 1:1)


3. Depth of field =Fouce –→ zoom
4. Aperture=faucal length→(sharp ,blurred) as distance increase blurred
increase
5. Viewing part display → angle view (increase and size increase ,decrease)
THE VIEWING PROCESS

 To create a view of a scene we need:


 a description of the scene geometry
 a view definition (camera)
 We need to flatten the 3D objects onto a
2D plane –projection plane (or view plane)
 A window is defined on this plane –a sub-
part of the full plane
 This window is then mapped to a viewport
WHERE’S MY FILM?

 Real cameras have a roll of film that captures pictures


 Synthetic camera “film” is a rectangle on an infinite film
plane that contains image of scene→ projection plane
 Viewing volume
 What eye see?

 Frustum
 What camera see?
FRUSTUM

 Front and back clipping planes:


limit extent of camera’s view by
rendering (parts of) objects
lying between them and
throwing away everything
outside of them
Length →front and back clipping planes

 Volume of space between Front


and Back clipping planes defines
what camera can see
 Position of planes defined by
distance along Look vector
 Objects appearing outside of view
volume don’t get drawn
 Objects intersecting view volume get
clipped
Camera position → (from where it’s looking)

 Determining the Position is analogous to a


photographer deciding the vantage point
from which to shoot a photo

 Three degrees of freedom: x, y, and z


coordinates in 3-space
 Up vector
 Look vector
LOOK AND UP VECTORS

 Look Vector
 the direction the camera is pointing
 three degrees of freedom; can be any vector in 3-space
 Up Vector
 determines how the camera is rotated around the Look
2- Camera position and orientation
2- CAMERA POSITION (from where it’s looking)

 The look vector→ specifies in what


direction the camera is pointing
 Up vector →The camera’s
Orientation is determined by the
Look Vector and the angle through
which the camera is rotated about
that vector, i.e., The direction of the
up vector
ORIENTATION

 Orientation is specified by a point in


3D space to look at (or a direction
to look in) and an angle of rotation
about this direction
 Default orientation is looking down
the negative z axis and up direction
pointing straight up the y-axis
CAMERA’S ORIENTATION

 different views of an object in 3d


ANGLE VIEW
 Height angle: determines
how much of the scene we
will fit into our view volume;
larger height angles fit more
of the scene into the view
volume
– the greater the angle, the
greater the amount of
perspective distortion
 Focal length
 Angle of view
 Aperture
4- FOCAL LENGTH

 Objects closer or farther


away get blurred; reduction
in visibility is continuous
FOCAL LENGTH
WHAT IS APERTURE?

 Aperture can be defined as the opening in a lens through which light


passes to enter the camera.
 Aperture in photography can be explained in a similar way to our
eyes, since it works like the human pupils: the wider they are, the more
light will pass through and vice versa.
 It is expressed in f-numbers (focal-stop) number like f/1.4, f/2, f/2.8
and so on to express the size of the lens opening, which can be
controlled through the lens or the camera.
HOW DOES APERTURE AFFECT DEPTH OF FIELD?

 A large aperture results in a large amount of foreground and background


blur.
 On the other hand, a small aperture results in a wide depth of field that
can give you a sharp foreground and background for landscape
photography.
3- Viewing transforms camera positioning and movement
4- CONSTRAINS
5- MULTI-CAMERA
 [Link]
[Link]/:v:/g/personal/nermeen_kashief_alexu_edu_eg/EQZSbB6wvHJIvQ
r7R9JCWTIB9Pza1QqIUaSWWZOIoByiBg?e=8SmiUh
6- PROGRAMMING
 Pointing the camera in a particular directing programmatically
 import bpy
 def look_at(obj_camera, point):
 loc_camera = obj_camera.matrix_world.to_translation()
 direction = point - loc_camera
 # point the cameras '-Z' and use its 'Y' as up
 rot_quat = direction.to_track_quat('-Z', 'Y')

 # assume we're using euler rotation
 obj_camera.rotation_euler = rot_quat.to_euler()
 # Test
 obj_camera = [Link]["Camera"]
 obj_other = [Link]["Cube"]
 obj_camera.location = (5.0, 2.0, 3.0)
 look_at(obj_camera, obj_other.matrix_world.to_translation())
VIEW VOLUME
TASK 2 (7 POINTS): EXECUTE A MOVEMENT USING BLENDER
SOFTWARE

Create a video file that:


1. The video contains more than one object
2. Apply Object transformation
3. Apply Camera transformation
like this animation
Send it to the link
[Link]
XXUWzf36WH3VivVMi9pn964yknhUNTE5N1RQUzA5NEJVMUoxR01VM1hMNkszNC4u&Token=cd67f94ffb494e0
4ba1ac9323b101605

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