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<DT><STRONG>Viewer3D</STRONG>	<DD>This class converts the 3D coordinates into the 2Dcoordinates to draw on the canvases.  To show the 3D effect in 2Dcase, this class rotates the object a little bit by y and z axis sothat the user can see the object as 3D effected.<P><DT><STRONG>Polygon3D</STRONG>	<DD>This class is the base class of any other objects thatwould be displayed on the canvases such as view frustum and cube.This class contains all the vertices on all three coordinate systems,and the points that would be displayed on the canvases which is calledview coordinates in this class.<P><DT><STRONG>ViewFrustum</STRONG>	<DD>This class contains all the necessary information aboutthe view frustum.  This is extended class from the Polygon3D classwhich means that it contains every thing from the Polygon3D and pluswhatever view frustum need to have.  Also, this class creates viewfrustum in the viewing coordinate system according to the value of d,f, h, camera location and camera to value.<P><DT><STRONG>Cube</STRONG>	<DD>This class contains all the necessary information aboutthe cube.  This class is extended class from the Polygon3Dclass. Also, this class creates cube on the origin of the worldcoordinate system according to the length of a edge. <P><DT><STRONG>Tview</STRONG>	<DD>This class contains all the necessary information aboutthe <I><B>T</B>view</I>.  Also, this class creates the<I><B>T</B>view</I> by doing the followings<BR>	<UL>	<LI> Find V, U, N vectors	<LI> Create the T matrix	<LI> Create the B matrix	<LI> Create the <I><B>T</B>view</I> matrix by calculating TB	<LI> Create the <I><B>T</B>view inv</I> matrix by calculating<B>B</B><I>trnaspose<B>T</B>(-x)</I> 	</UL><P><DT><STRONG>Tpers</STRONG>	<DD>This class contains all the necessary information aboutthe <I><B>T</B>pers</I>.  Also, this class creates the<I><B>T</B>pers</I> according to the d, h and f values that the userentered. <P><DT><STRONG>worldCanvas</STRONG>	<DD>This class contains all the necessary information of the world canvas.   Paints the objects in the world coordinatesystem, and handle the rotation of the objects by draging the mouse onthe world coordinate system.<P><DT><STRONG>viewCanvas</STRONG>	<DD>This class contains all the necessary information of the view canvas.   Paints the objects in the viewing coordinatesystem, and handle the rotation of the objects by draging the mouse onthe viewing coordinate system.<P><DT><STRONG>screenCanvas</STRONG>	<DD>This class contains all the necessary information of the screen canvas.   Paints the objects in the screen coordinatesystem, and handle the rotation of the objects by draging the mouse onthe screen coordinate system.<P><DT><STRONG>projectionCanvas</STRONG>	<DD>This class contains all the necessary information of the projection canvas.   Paints the objects in the projection canvasin two-dimentional manner.<P><DT><STRONG>Matrix4x4</STRONG>	<DD>This class contains the matrix calculation methods.  Forthis class I have partially referenced from the code of AwwwesomeWebware.<P><DT><STRONG>Vectorf</STRONG>	<DD>This class contains the general vector calculationmethods.  This class is the base class of Vector4 or any other Vectorclasses. For this class I have partially referenced from the code ofAwwwesome Webware.<P><DT><STRONG>Vector4</STRONG>	<DD>This class contains the four element vector calculationmethods.  This class is derived from the Vectorf class. For this classI have partially referenced from the code of Awwwesome Webware.<P></DL>The detailed code of this project can be obtained by clicking on <!WA29><!WA29><!WA29><!WA29><!WA29><!WA29><!WA29><!WA29><!WA29><!WA29><!WA29><!WA29><AHREF = "http://www.cs.cornell.edu/Info/People/shim/MENG/ViewingSystem.tar"> this</A><P><HR><A NAME="howThisWorks"></A><H2>How this program works</H2><P>If you like to simulate the camera transformation to see how theviewing system works, you may press on the viewing system.<CENTER><H4><!WA30><!WA30><!WA30><!WA30><!WA30><!WA30><!WA30><!WA30><!WA30><!WA30><!WA30><!WA30><A HREF = "http://www.cs.cornell.edu/Info/People/shim/MENG/ViewingSystem.html">Viewing System</A></H4></CENTER><P>You will see four canvases in the viewing system which are the worldcoordinate canvas, viewing coordinate canvas, screen coordinate canvasand the projection coordinate canvas. As a user changes theapproximated V vector, camera location vector, camera to vector, d, fand h values, this program redraws the objects according to the valuesof variables that user entered on all these four canvas appropreately.The user needed to press on VIEW button after they have changed thevalues of variables to simulate the camera transformation.<P><HR><A NAME="conclusion"></A><H2>Conclusion</H2><P>I was able to simulate the camera transformation for viewing system inthis project.  By simulating the Viewing System IV, I had lessrestriction when I view the object in the world coordinate since Icould change the camera position and where to look at.  Also, byhaving the view frustum, I didn't have to relying on a two-dimentionalclipping algorithm to eliminate any information in the view plane thatfalls outside the view plane window.  <P>Eventhough this project performs just fine with my initial design, Icould think of some more features that could make this project workseven better.  First, adding more objects to view could make it betterto understand what is going on while viewing the object.  Second,diminishing the line brightness when draw the object as it gets deeperin Z axis could help the user a lot more to tell which line is infront and which one is in the back. <P><P><HR><A NAME="acknowledgement"></A><H2>Acknowledgements</H2><P>It would have been difficult to finish this project without the greatestguidence of Professor <!WA31><!WA31><!WA31><!WA31><!WA31><!WA31><!WA31><!WA31><!WA31><!WA31><!WA31><!WA31><A HREF="http://www.tc.cornell.edu/~bruce/">Bruce Land</A>.    I would like to thank him from the deep of myheart.   <P>I would like to thank my mother, Yeon-Ja Shim, for helping meand praying for me to survive from the darkest period of my life.Thanks to my brother and sister, Andy Shim and Julie Shim, for supportingme and understanding me by financially and mentally.  I, also,would like to thank to my friends and cyber-friends in HANA and KIDS. <P>Most of all, I would like to dedicate this work to my father, Han-YongShim who is in heaven, for giving me a strength and courage tocontinue to learn and complete the Masters Degree in Cornell University.<BR><BR><HR><A NAME="references"></A><H2>References</H2><P>[1] Alan Watt, "3D Computer Graphics" Addison-Wesley Publishing Company, 1993.<BR><BR><BR><BR></HTML>

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