Clip matrix for 3D Perspective Projection - graphics

I am trying to create a simple 3D graphics engine and have found and used the equations I found here: http://en.wikipedia.org/wiki/3D_projection#cite_note-0. (I have calculations for Dx, Dy, Dz and Bx, By)
I works, but when I rotate the camera enough lines start flying all over the place and eventually you see the polygons that went off screen start to come back on the opposite side of the screen (you can go here: http://mobile.sheridanc.on.ca/~claassen/3d.html and use the W, A, S and D keys to rotate the camera to see what I'm talking about)
I read this discussion: How to convert a 3D point into 2D perspective projection? where he talked about using a clip matrix but Im still a little confused as to how exactly to use one. Also I'm not sure if I am using 'homogeneous coordinates' as described in the discussion.

After multiplying by the perspective projection matrix (aka clip matrix) you end up with a homogenious 4-vector [x,y,z,w]. This is called npc (normalized projection coordinates), and also called clip coordinates. To get the 2D coordinates on the screen you typically use something like
xscreen = (x/w) * screen_width
yscreen = (y/w) * screen_width
For points in front of the camera this gives you what you want. But points behind the camera will have w<0 and you will get values that map to valid screen coordinates even though the point is behind the camera. To avoid this you need to clip. Any vertex that has a w<0 needs to be clipped.
A quick thing to try is to just not draw any line if either vertex has w<0. This should fix the strange polygons that show up in your scene. But it will also remove some lines that should be visible.
TO completely fix the problem you need to clip all the lines which have one vertex in front of the camera and one vertex behind the camera. Clipping means cutting the line in half and throwing away the half that is behind the camera. The line is "clipped" by a plane that goes through the camera and is parallel to the display screen. The problem is to find the point on the line that corresponds to this plane (i.e. where the line intersects the plane). This will occur at the point on the line where w==0. You can find this point, but then when you try to find the screen coordinates
xscreen = (x/w) * screen_width
yscreen = (y/w) * screen_width
you end up dividing by 0 (w==0). This is the reason for the "near clipping plane". The near clipping plane is also parallel to the display screen but is in front of the camera (between the camera and the scene). The distance between the camera and the near clipping plane is the "near" parameter of the projection matrix:
[ near/width ][ 0 ][ 0 ][ 0 ]
[ 0 ][ near/height ][ 0 ][ 0 ]
[ 0 ][ 0 ][(far+near)/(far-near) ][ 1 ]
[ 0 ][ 0 ][-(2*near*far)/(far-near)][ 0 ]
To clip to the near plane you have to find the point on the line that intersects the near clipping plane. This is the point where w == near. So if you have a line with vertices v1,v2 where
v1 = [x1, y1, z1, w1]
v2 = [x2, y2, z2, w2]
you need to check if each vertex is in front of or behind the near clip plane. V1 is in front if w1 >= near and behind if w1 < near. If v1 and v2 are both in front then draw the line. If v1 and v2 are both behind then don't draw the line. If v1 is in front and v2 is behind then you need to find vc where the line intersects the near clip plane:
n = (w1 - near) / (w1 - w2)
xc = (n * x1) + ((1-n) * x2)
yc = (n * y1) + ((1-n) * y2)
zc = (n * z1) + ((1-n) * z2)
wc = near
vc = [xc, yc, zc, wc]
Now draw the line between v1 and vc.

This might be a misunderstanding of the terminology. The clip matrix is more appropriately known as a projection matrix. In OpenGL at least, the projection matrix transforms 4D homogeneous coordinates in view coordinate space (VCS) to clipping coordinate space (CCS). Projection from the CCS to normalized device coodinate space (NDCS) requires the perspective division, i.e., dividing each component by the W component. Clipping is correctly done before this step. So, a 'clipping matrix' doesn't remove the need to clip the geometry prior to projection. I hope I've understood you, and this doesn't sound condescending.
That said, I think you've obviously got the projection matrix right - it works. I suspect that the vertices passing behind the eye have negative W, which means they should be clipped; but I also suspect they have negative Z, so the division is yielding a positive Z value. If you really want to clip the geometry, rather than discard whole triangles, do a search for 'homogeneous clipping'. If you're not really working in 4D homogeneous space, you might start by looking at 'Sutherland-Hodgman' 3D clipping.

Related

Pixel space depth offset in vertex shader

I'm trying to draw simple scaled points in my custom graphics engine. The points are scaled in pixel space, and the radius of the points are in pixels, but the position of the points fed to the draw function are in world coordinates.
So far, everything is working great, except for a depth clipping issue. The points are of constant size, regardless of how far away they are, which is done by offsetting the vertices in projected/clip space. However, when they are close to surfaces, they partially intersect them in the depth buffer.
Since these points represent world coordinates, I want them to use the depth buffer, and be hidden behind objects that are in front of them. However, when the point is close to a surface, I want to push it toward the camera, so it doesn't partially intersect it. I think it is easier to just always do this push, regardless of the point being close to a surface. What makes the most sense to me is to just push it by its radius, so that all of its vertices are exactly far enough away to avoid clipping into nearby surfaces.
The easiest way I've found to do this is to simply subtract from the Z value in the vertex shader, after transforming into view-projection space. However, I'm having some trouble converting my pixel radius into a depth offset. Regardless of the math I use, what works close up never seems to work far away. I'm thinking maybe this is due to how the z buffer is non-linear, but could be wrong.
Currently, the closest I've been to solving this is the following:
proj_vertex_pos.z -= point_pixel_radius / proj_vertex_pos.w * 100.0
I'm honestly not sure why 100.0 helps make this work yet. I added it simply because dividing the radius by w was too small of a value. Can anyone point me in the right direction? How do I convert my pixel distance into a depth distance? Especially if the depth distance changes scale depending on which depth you are at? Or am I just way off?
The solution was to convert my pixel space radius into world space units, since the z-buffer is still in world space, even after transforming by the view-projection transform. This can be done by converting pixels into a factor (factor = pixels / screen_size), then convert the factor into world space units, which was a little more involved - I had to calculate the world-space size of the screen at a given distance, then multiply the factor by that to get world units. I can post the related code if anyone needs it. There's probably a simpler way to calculate it, but my brain always goes straight for factors.
The reason I was getting different results at different distances was mainly because I was only offsetting the z component of the clip position by the result. It's also necessary to offset the w component, to make the depth offset work at any distance (linear). However, in order to offset the w component, you first have to scale xy by w, modify w as needed, then divide xy by the new w. This resulted in making the math pretty involved, so I changed the strategy to offset the vertex before clip space, which requires calculating the distance to the camera in Z space manually, but it honestly ended up being about the same amount of math either way.
Here is the final vertex shader at the moment. Hopefully the global values make sense. I did not modify this to post it, so please forgive any sillyness in my comments. EDIT: I had to make some edits to this, because I was accidentally moving the vertex along the camera-Z direction instead of directly toward the camera:
lerpPoint main(vinBake vin)
{
// prepare output
lerpPoint pin;
// extract radius/size from input
pin.InRadius = vin.TexCoord.y;
// compute offset from vertex to camera
float3 to_cam_offset = Scene.CamPos - vin.Position.xyz;
// compute the Z distance of the camera from the vertex
float cam_z_dist = -dot( Scene.CamZ, to_cam_offset );
// compute the radius factor
// + this describes what percentage of the screen is covered by our radius
// + this removes it from pixel space into factor-space
float radius_fac = Scene.InvScreenRes.x * pin.InRadius;
// compute world-space radius by scaling with FieldFactor
// + FieldFactor.x represents the world-space-width of the camera view at whatever distance we scale it by
// + here, we scale FieldFactor.x by the camera z distance, which gives us the world radius, in world units
// + we must multiply by 2 because FieldFactor.x only represents HALF of the screen
float radius_world = radius_fac * Scene.FieldFactor.x * cam_z_dist * 2.0;
// finally, push the vertex toward the camera by the world radius
// + note: moving by radius will only work with surfaces facing the camera, since we are moving toward the camera, rather than away from the surface
// + because of this, we also multiply by another 4, to compensate for nearby surface angles, but there is no scale that would work for every angle
float3 offset = normalize(to_cam_offset) * (radius_world * -4.0);
// generate projected position
// + after this, x=-1 is left, x=+1 is right, y=-1 is bottom, and y=+1 is top of screen
// + note that after this transform, w represents "distance from camera", and z represents "distance from near plane", both in world space
pin.ClipPos = mul( Scene.ViewProj, float4( vin.Position.xyz + offset, 1.0) );
// calculate radius of point, in clip space from our radius factor
// + we scale by 2 to convert pixel radius into clip-radius
float clip_radius = radius_fac * 2.0 * pin.ClipPos.w;
// compute scaled clip-space offset and apply it to our clip-position
// + vin.Prop.xy: -1,-1 = bottom-left, -1,1 = top left, 1,-1 = bottom right, 1,1 = top right (note: in clip-space, +1 = top, -1 = bottom)
// + we scale by clipping depth (part of clip_radius) to retain constant scale, but this will give us a VERY LARGE result
// + we scale by inverter resolution (clip_radius) to convert our input screen scale (eg, 1->1024) into a clip scale (eg, 0.001 to 1.0 )
pin.ClipPos.x += vin.Prop.x * clip_radius;
pin.ClipPos.y += vin.Prop.y * clip_radius * Scene.Aspect;
// return result
return pin;
}
Here is the other version that offsets z & w instead of changing things in world space. After edits above, this is probably the more optimal solution:
lerpPoint main(vinBake vin)
{
// prepare output
lerpPoint pin;
// extract radius/size from input
pin.InRadius = vin.TexCoord.y;
// generate projected position
// + after this, x=-1 is left, x=+1 is right, y=-1 is bottom, and y=+1 is top of screen
// + note that after this transform, w represents "distance from camera", and z represents "distance from near plane", both in world space
pin.ClipPos = mul( Scene.ViewProj, float4( vin.Position.xyz, 1.0) );
// compute the radius factor
// + this describes what percentage of the screen is covered by our radius
// + this removes it from pixel space into factor-space
float radius_fac = Scene.InvScreenRes.x * pin.InRadius;
// compute world-space radius by scaling with FieldFactor
// + FieldFactor.x represents the world-space-width of the camera view at whatever distance we scale it by
// + here, we scale FieldFactor.x by the camera z distance, which gives us the world radius, in world units
// + we must multiply by 2 because FieldFactor.x only represents HALF of the screen
float radius_world = radius_fac * Scene.FieldFactor.x * pin.ClipPos.w * 2.0;
// offset depth by our world radius
// + we scale this extra to compensate for surfaces with high angles relative to the camera (since we are moving directly at it)
// + notice we have to make the perspective divide before modifying w, then re-apply it after, or xy will be off
pin.ClipPos.xy /= pin.ClipPos.w;
pin.ClipPos.z -= radius_world * 10.0;
pin.ClipPos.w -= radius_world * 10.0;
pin.ClipPos.xy *= pin.ClipPos.w;
// calculate radius of point, in clip space from our radius factor
// + we scale by 2 to convert pixel radius into clip-radius
float clip_radius = radius_fac * 2.0 * pin.ClipPos.w;
// compute scaled clip-space offset and apply it to our clip-position
// + vin.Prop.xy: -1,-1 = bottom-left, -1,1 = top left, 1,-1 = bottom right, 1,1 = top right (note: in clip-space, +1 = top, -1 = bottom)
// + we scale by clipping depth (part of clip_radius) to retain constant scale, but this will give us a VERY LARGE result
// + we scale by inverter resolution (clip_radius) to convert our input screen scale (eg, 1->1024) into a clip scale (eg, 0.001 to 1.0 )
pin.ClipPos.x += vin.Prop.x * clip_radius;
pin.ClipPos.y += vin.Prop.y * clip_radius * Scene.Aspect;
// return result
return pin;
}

Having the coordinates of the two triangles of a twisted triangle prism, how can I know if a point is inside it?

Here some examples of twisted triangle prisms.
I want to know if a moving triangle will hit a certain point. That's why I need to solve this problem.
The idea is that a triangle with random coordinates becomes the other random triangle whose vertices all move between then
related: How to determine point/time of intersection for ray hitting a moving triangle?
One of my students made this little animation in Mathematica.
It shows the twisting of a prism to the Schönhardt polyhedron.
See the Wikipedia page for its significance.
It would be easy to determine if a particular point is inside the polyhedron.
But whether it is inside a particular smooth twisting, as in your image, depends on the details (the rate) of the twisting.
Let's bottom triangle lies in plane z=0, it has rotation angle 0, top triangle has rotation angle Fi. Height of twisted prism is Hgt.
Rotation angle linearly depends on height, so layer at height h has rotation angle
a(h) = Fi * h / Hgt
If point coordinates are (x,y,z), then shift point to z=0 and rotate (x,y) coordinates about rotation axis (rx, ry) by -a(z) angle
t = -a(z) = - Fi * z / Hgt
xn = rx + (x-rx) * Cos(t) - (y-ry) * Sin(t)
yn = ry + (x-rx) * Sin(t) - (y-ry) * Cos(t)
Then check whether (xn, yn) lies inside bottom triangle

Outline of a sphere after perspective projection?

I'm working on a 3D mapping application, and I've got to do some work with things like figuring out the visible region of a sphere (Earth) from a given point in space for things like clipping mapped regions and such.
Several things get easier if I can project the outline of Earth into screen space, clip polygons there, and then project back to the surface of the Earth (lat/lon), but I'm lost as to how to do that.
Is there a reasonable way to compute the outline of a sphere after perspective projection, and then a reasonable way to project things back onto the sphere?
You can clip the polygons in 3D. The silhouette of the sphere - back-projected into 3D - will always be a circle on a plane. Perspective projection does not change that. Thus, you can clip all polygons at the plane.
Calculating the plane is not too hard. If you consider the sphere's center the origin, then the plane could be represented in normal form as:
dot(n, x) = d
n is the normal. This one is easy. It is just the unit direction vector from the sphere center to the observer.
d is the distance from the sphere center. This is a bit harder but not too hard. If l is the distance of the observer to the sphere center and r is the sphere radius, then
d = r^2 / l
This is the plane which you can use to clip your polygons in 3D. If you need the radius of the circle on it, you can use the following formula:
r_c = r / sqrt(1 - r^2/(l-d)^2)
Let us take a point on a sphere in spherical coordinates (cos(u)sin(v),sin(u)sin(v),cos(v)) and an arbitrary projection center (x,y,z).
We express that a projecting line is tangent to the sphere by the perpendicularity condition of the direction of the line and the vector from the origin of the sphere:
(x-cos(u)sin(v))cos(u)sin(v) + (y-sin(u)sinv))sin(u)sin(v) + (z-cos(v)) cos(v) = 0
This simplifies to
x cos(u)sin(v) + y sin(u)sin(v) + z cos(v) = 1
which is a curve in the longitude/latitude coordinates. You can solve u as a function of v or conversely.

How to draw the normal to the plane in PCL

I have the plane equation describing the points belonging to a plane in 3D and the origin of the normal X, Y, Z. This should be enough to be able to generate something like a 3D arrow. In pcl this is possible via the viewer but I would like to actually store those 3D points inside the cloud. How to generate them then ? A cylinder with a cone on top ?
To generate a line perpendicular to the plane:
You have the plane equation. This gives you the direction of the normal to the plane. If you used PCL to get the plane, this is in ModelCoefficients. See the details here: SampleConsensusModelPerpendicularPlane
The first step is to make a line perpendicular to the normal at the point you mention (X,Y,Z). Let (NORMAL_X,NORMAL_Y,NORMAL_Z) be the normal you got from your plane equation. Something like.
pcl::PointXYZ pnt_on_line;
for(double distfromstart=0.0;distfromstart<LINE_LENGTH;distfromstart+=DISTANCE_INCREMENT){
pnt_on_line.x = X + distfromstart*NORMAL_X;
pnt_on_line.y = Y + distfromstart*NORMAL_Y;
pnt_on_line.z = Z + distfromstart*NORMAL_Z;
my_cloud.points.push_back(pnt_on_line);
}
Now you want to put a hat on your arrow and now pnt_on_line contains the end of the line exactly where you want to put it. To make the cone you could loop over angle and distance along the arrow, calculate a local x and y and z from that and convert them to points in point cloud space: the z part would be converted into your point cloud's frame of reference by multiplying with the normal vector as with above, the x and y would be multiplied into vectors perpendicular to this normal vectorE. To get these, choose an arbitrary unit vector perpendicular to the normal vector (for your x axis) and cross product it with the normal vector to find the y axis.
The second part of this explanation is fairly terse but the first part may be the more important.
Update
So possibly the best way to describe how to do the cone is to start with a cylinder, which is an extension of the line described above. In the case of the line, there is (part of) a one dimensional manifold embedded in 3D space. That is we have one variable that we loop over adding points. The cylinder is a two dimensional object so we have to loop over two dimensions: the angle and the distance. In the case of the line we already have the distance. So the above loop would now look like:
for(double distfromstart=0.0;distfromstart<LINE_LENGTH;distfromstart+=DISTANCE_INCREMENT){
for(double angle=0.0;angle<2*M_PI;angle+=M_PI/8){
//calculate coordinates of point and add to cloud
}
}
Now in order to calculate the coordinates of the new point, well we already have the point on the line, now we just need to add it to a vector to move it away from the line in the appropriate direction of the angle. Let's say the radius of our cylinder will be 0.1, and let's say an orthonormal basis that we have already calculated perpendicular to the normal of the plane (which we will see how to calculate later) is perpendicular_1 and perpendicular_2 (that is, two vectors perpendicular to each other, of length 1, also perpendicular to the vector (NORMAL_X,NORMAL_Y,NORMAL_Z)):
//calculate coordinates of point and add to cloud
pnt_on_cylinder.x = pnt_on_line.x + 0.1 * perpendicular_1.x * 0.1 * cos(angle) + perpendicular_2.x * sin(angle)
pnt_on_cylinder.y = pnt_on_line.y + perpendicular_1.y * 0.1 * cos(angle) + perpendicular_2.y * 0.1 * sin(angle)
pnt_on_cylinder.z = pnt_on_line.z + perpendicular_1.z * 0.1 * cos(angle) + perpendicular_2.z * 0.1 * sin(angle)
my_cloud.points.push_back(pnt_on_cylinder);
Actually, this is a vector summation and if we were to write the operation as vectors it would look like:
pnt_on_line+perpendicular_1*cos(angle)+perpendicular_2*sin(angle)
Now I said I would talk about how to calculate perpendicular_1 and perpendicular_2. Let K be any unit vector that is not parallel to (NORMAL_X,NORMAL_Y,NORMAL_Z) (this can be found by trying e.g. (1,0,0) then (0,1,0)).
Then
perpendicular_1 = K X (NORMAL_X,NORMAL_Y,NORMAL_Z)
perpendicular_2 = perpendicular_1 X (NORMAL_X,NORMAL_Y,NORMAL_Z)
Here X is the vector cross product and the above are vector equations. Note also that the original calculation of pnt_on_line involved a vector dot product and a vector summation (I am just writing this for completeness of the exposition).
If you can manage this then the cone is easy just by changing a couple of things in the double loop: the radius just changes along its length until it is zero at the end of the loop and in the loop distfromstart will not start at 0.

Simulating 3D 'cards' with just orthographic rendering

I am rendering textured quads from an orthographic perspective and would like to simulate 'depth' by modifying UVs and the vertex positions of the quads four points (top left, top right, bottom left, bottom right).
I've found if I make the top left and bottom right corners y position be the same I don't get a linear 'skew' but rather a warped one where the texture covering the top triangle (which makes up the quad) seems to get squashed while the bottom triangles texture looks normal.
I can change UVs, any of the four points on the quad (but only in 2D space, it's orthographic projection anyway so 3D space won't matter much). So basically I'm trying to simulate perspective on a two dimensional quad in orthographic projection, any ideas? Is it even mathematically possible/feasible?
ideally what I'd like is a situation where I can set an x/y rotation as well as a virtual z 'position' (which simulates z depth) through a function and see it internally calclate the positions/uvs to create the 3D effect. It seems like this should all be mathematical where a set of 2D transforms can be applied to each corner of the quad to simulate depth, I just don't know how to make it happen. I'd guess it requires trigonometry or something, I'm trying to crunch the math but not making much progress.
here's what I mean:
Top left is just the card, center is the card with a y rotation of X degrees and right most is a card with an x and y rotation of different degrees.
To compute the 2D coordinates of the corners, just choose the coordinates in 3D and apply the 3D perspective equations :
Original card corner (x,y,z)
Apply a rotation ( by matrix multiplication ) you get ( x',y',z')
Apply a perspective projection ( choose some camera origin, direction and field of view )
For the most simple case it's :
x'' = x' / z
y'' = y' / z
The bigger problem now is the texturing used to get the texture coordinates from pixel coordinates :
The correct way for you is to use an homographic transformation of the form :
U(x,y) = ( ax + cy + e ) / (gx + hy + 1)
V(x,y) = ( bx + dy + f ) / (gx + hy + 1)
Which is fact is the result of the perpective equations applied to a plane.
a,b,c,d,e,f,g,h are computed so that ( with U,V in [0..1] ) :
U(top'',left'') = (0,0)
U(top'',right'') = (0,1)
U(bottom'',left'') = (1,0)
U(bottom'',right'') = (1,1)
But your 2D rendering framework probably uses instead a bilinear interpolation :
U( x , y ) = a + b * x + c * y + d * ( x * y )
V( x , y ) = e + f * x + g * y + h * ( x * y )
In that case you get a bad looking result.
And it is even worse if the renderer splits the quad in two triangles !
So I see only two options :
use a 3D renderer
compute the texturing yourself if you only need a few images and not a realtime animation.

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