How to convert a 3D point into 2D perspective proj

2019-01-03 12:09发布

I am currently working with using Bezier curves and surfaces to draw the famous Utah teapot. Using Bezier patches of 16 control points, I have been able to draw the teapot and display it using a 'world to camera' function which gives the ability to rotate the resulting teapot, and am currently using an orthographic projection.

The result is that I have a 'flat' teapot, which is expected as the purpose of an orthographic projection is to preserve parallel lines.

However, I would like to use a perspective projection to give the teapot depth. My question is, how does one take the 3D xyz vertex returned from the 'world to camera' function, and convert this into a 2D coordinate. I am wanting to use the projection plane at z=0, and allow the user to determine the focal length and image size using the arrow keys on the keyboard.

I am programming this in java and have all of the input event handler set up, and have also written a matrix class which handles basic matrix multiplication. I've been reading through wikipedia and other resources for a while, but I can't quite get a handle on how one performs this transformation.

10条回答
贼婆χ
2楼-- · 2019-01-03 12:26

I think this will probably answer your question. Here's what I wrote there:

Here's a very general answer. Say the camera's at (Xc, Yc, Zc) and the point you want to project is P = (X, Y, Z). The distance from the camera to the 2D plane onto which you are projecting is F (so the equation of the plane is Z-Zc=F). The 2D coordinates of P projected onto the plane are (X', Y').

Then, very simply:

X' = ((X - Xc) * (F/Z)) + Xc

Y' = ((Y - Yc) * (F/Z)) + Yc

If your camera is the origin, then this simplifies to:

X' = X * (F/Z)

Y' = Y * (F/Z)

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手持菜刀,她持情操
3楼-- · 2019-01-03 12:26

You might want to debug your system with spheres to determine whether or not you have a good field of view. If you have it too wide, the spheres with deform at the edges of the screen into more oval forms pointed toward the center of the frame. The solution to this problem is to zoom in on the frame, by multiplying the x and y coordinates for the 3 dimensional point by a scalar and then shrinking your object or world down by a similar factor. Then you get the nice even round sphere across the entire frame.

I'm almost embarrassed that it took me all day to figure this one out and I was almost convinced that there was some spooky mysterious geometric phenomenon going on here that demanded a different approach.

Yet, the importance of calibrating the zoom-frame-of-view coefficient by rendering spheres cannot be overstated. If you do not know where the "habitable zone" of your universe is, you will end up walking on the sun and scrapping the project. You want to be able to render a sphere anywhere in your frame of view an have it appear round. In my project, the unit sphere is massive compared to the region that I'm describing.

Also, the obligatory wikipedia entry: Spherical Coordinate System

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对你真心纯属浪费
4楼-- · 2019-01-03 12:28

enter image description here

Looking at the screen from the top, you get x and z axis.
Looking at the screen from the side, you get y and z axis.

Calculate the focal lengths of the top and side views, using trigonometry, which is the distance between the eye and the middle of the screen, which is determined by the field of view of the screen. This makes the shape of two right triangles back to back.

hw = screen_width / 2

hh = screen_height / 2

fl_top = hw / tan(θ/2)

fl_side = hh / tan(θ/2)


Then take the average focal length.

fl_average = (fl_top + fl_side) / 2


Now calculate the new x and new y with basic arithmetic, since the larger right triangle made from the 3d point and the eye point is congruent with the smaller triangle made by the 2d point and the eye point.

x' = (x * fl_top) / (z + fl_top)

y' = (y * fl_top) / (z + fl_top)


Or you can simply set

x' = x / (z + 1)

and

y' = y / (z + 1)

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仙女界的扛把子
5楼-- · 2019-01-03 12:29

I'm not sure at what level you're asking this question. It sounds as if you've found the formulas online, and are just trying to understand what it does. On that reading of your question I offer:

  • Imagine a ray from the viewer (at point V) directly towards the center of the projection plane (call it C).
  • Imagine a second ray from the viewer to a point in the image (P) which also intersects the projection plane at some point (Q)
  • The viewer and the two points of intersection on the view plane form a triangle (VCQ); the sides are the two rays and the line between the points in the plane.
  • The formulas are using this triangle to find the coordinates of Q, which is where the projected pixel will go
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兄弟一词,经得起流年.
6楼-- · 2019-01-03 12:30

Thanks to @Mads Elvenheim for a proper example code. I have fixed the minor syntax errors in the code (just a few const problems and obvious missing operators). Also, near and far have vastly different meanings in vs.

For your pleasure, here is the compileable (MSVC2013) version. Have fun. Mind that I have made NEAR_Z and FAR_Z constant. You probably dont want it like that.

#include <vector>
#include <cmath>
#include <stdexcept>
#include <algorithm>

#define M_PI 3.14159

#define NEAR_Z 0.5
#define FAR_Z 2.5

struct Vector
{
    float x;
    float y;
    float z;
    float w;

    Vector() : x( 0 ), y( 0 ), z( 0 ), w( 1 ) {}
    Vector( float a, float b, float c ) : x( a ), y( b ), z( c ), w( 1 ) {}

    /* Assume proper operator overloads here, with vectors and scalars */
    float Length() const
    {
        return std::sqrt( x*x + y*y + z*z );
    }
    Vector& operator*=(float fac) noexcept
    {
        x *= fac;
        y *= fac;
        z *= fac;
        return *this;
    }
    Vector  operator*(float fac) const noexcept
    {
        return Vector(*this)*=fac;
    }
    Vector& operator/=(float div) noexcept
    {
        return operator*=(1/div);   // avoid divisions: they are much
                                    // more costly than multiplications
    }

    Vector Unit() const
    {
        const float epsilon = 1e-6;
        float mag = Length();
        if (mag < epsilon) {
            std::out_of_range e( "" );
            throw e;
        }
        return Vector(*this)/=mag;
    }
};

inline float Dot( const Vector& v1, const Vector& v2 )
{
    return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
}

class Matrix
{
public:
    Matrix() : data( 16 )
    {
        Identity();
    }
    void Identity()
    {
        std::fill( data.begin(), data.end(), float( 0 ) );
        data[0] = data[5] = data[10] = data[15] = 1.0f;
    }
    float& operator[]( size_t index )
    {
        if (index >= 16) {
            std::out_of_range e( "" );
            throw e;
        }
        return data[index];
    }
    const float& operator[]( size_t index ) const
    {
        if (index >= 16) {
            std::out_of_range e( "" );
            throw e;
        }
        return data[index];
    }
    Matrix operator*( const Matrix& m ) const
    {
        Matrix dst;
        int col;
        for (int y = 0; y<4; ++y) {
            col = y * 4;
            for (int x = 0; x<4; ++x) {
                for (int i = 0; i<4; ++i) {
                    dst[x + col] += m[i + col] * data[x + i * 4];
                }
            }
        }
        return dst;
    }
    Matrix& operator*=( const Matrix& m )
    {
        *this = (*this) * m;
        return *this;
    }

    /* The interesting stuff */
    void SetupClipMatrix( float fov, float aspectRatio )
    {
        Identity();
        float f = 1.0f / std::tan( fov * 0.5f );
        data[0] = f*aspectRatio;
        data[5] = f;
        data[10] = (FAR_Z + NEAR_Z) / (FAR_Z- NEAR_Z);
        data[11] = 1.0f; /* this 'plugs' the old z into w */
        data[14] = (2.0f*NEAR_Z*FAR_Z) / (NEAR_Z - FAR_Z);
        data[15] = 0.0f;
    }

    std::vector<float> data;
};


inline Vector operator*( const Vector& v, Matrix& m )
{
    Vector dst;
    dst.x = v.x*m[0] + v.y*m[4] + v.z*m[8] + v.w*m[12];
    dst.y = v.x*m[1] + v.y*m[5] + v.z*m[9] + v.w*m[13];
    dst.z = v.x*m[2] + v.y*m[6] + v.z*m[10] + v.w*m[14];
    dst.w = v.x*m[3] + v.y*m[7] + v.z*m[11] + v.w*m[15];
    return dst;
}

typedef std::vector<Vector> VecArr;
VecArr ProjectAndClip( int width, int height, const VecArr& vertex )
{
    float halfWidth = (float)width * 0.5f;
    float halfHeight = (float)height * 0.5f;
    float aspect = (float)width / (float)height;
    Vector v;
    Matrix clipMatrix;
    VecArr dst;
    clipMatrix.SetupClipMatrix( 60.0f * (M_PI / 180.0f), aspect);
    /*  Here, after the perspective divide, you perform Sutherland-Hodgeman clipping
    by checking if the x, y and z components are inside the range of [-w, w].
    One checks each vector component seperately against each plane. Per-vertex
    data like colours, normals and texture coordinates need to be linearly
    interpolated for clipped edges to reflect the change. If the edge (v0,v1)
    is tested against the positive x plane, and v1 is outside, the interpolant
    becomes: (v1.x - w) / (v1.x - v0.x)
    I skip this stage all together to be brief.
    */
    for (VecArr::const_iterator i = vertex.begin(); i != vertex.end(); ++i) {
        v = (*i) * clipMatrix;
        v /= v.w; /* Don't get confused here. I assume the divide leaves v.w alone.*/
        dst.push_back( v );
    }

    /* TODO: Clipping here */

    for (VecArr::iterator i = dst.begin(); i != dst.end(); ++i) {
        i->x = (i->x * (float)width) / (2.0f * i->w) + halfWidth;
        i->y = (i->y * (float)height) / (2.0f * i->w) + halfHeight;
    }
    return dst;
}
#pragma once
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霸刀☆藐视天下
7楼-- · 2019-01-03 12:31

You can project 3D point in 2D using: Commons Math: The Apache Commons Mathematics Library with just two classes.

Example for Java Swing.

import org.apache.commons.math3.geometry.euclidean.threed.Plane;
import org.apache.commons.math3.geometry.euclidean.threed.Vector3D;


Plane planeX = new Plane(new Vector3D(1, 0, 0));
Plane planeY = new Plane(new Vector3D(0, 1, 0)); // Must be orthogonal plane of planeX

void drawPoint(Graphics2D g2, Vector3D v) {
    g2.drawLine(0, 0,
            (int) (world.unit * planeX.getOffset(v)),
            (int) (world.unit * planeY.getOffset(v)));
}

protected void paintComponent(Graphics g) {
    super.paintComponent(g);

    drawPoint(g2, new Vector3D(2, 1, 0));
    drawPoint(g2, new Vector3D(0, 2, 0));
    drawPoint(g2, new Vector3D(0, 0, 2));
    drawPoint(g2, new Vector3D(1, 1, 1));
}

Now you only needs update the planeX and planeY to change the perspective-projection, to get things like this:

enter image description hereenter image description here

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