Rearrange steps involved in two dimensional viewing transformation. I. Map normalized viewport to device Co-ordinates II. Convert world co-ordinate to viewing co-ordinates III. Construct world – co-ordinate scene using modeling coordinate transformation IV. Map viewing co-ordinates to normalized viewing co-ordinates using window-viewportspecification
III → II → IV → I
Two-dimensional viewing transformation is a fundamental process in computer graphics that determines which parts of the scene created in the world coordinate system are displayed on the output device. It involves a sequence of transformations to map objects from their original definitions to the final screen coordinates.
The question asks to rearrange the steps involved in this process. Let's analyze the provided steps and place them in the correct order within the typical 2D graphics pipeline.
The standard sequence for the 2D viewing pipeline involves several transformations:
Let's match the given steps (I, II, III, IV) to this pipeline:
Based on the standard pipeline, the correct order of the provided steps is:
Thus, the correct sequence is III $\rightarrow$ II $\rightarrow$ IV $\rightarrow$ I.
| Step | Description | Transformation | Input Coordinates | Output Coordinates |
|---|---|---|---|---|
| III | Construct World Scene (Modeling Trans.) | Modeling to World | Modeling Coordinates | World Coordinates |
| II | Viewing Transformation | World to Viewing | World Coordinates | Viewing Coordinates |
| IV | Window-to-Viewport Mapping | Viewing to Normalized Viewport | Viewing Coordinates (Window) | Normalized Viewport Coordinates |
| I | Normalized Viewport to Device Mapping | Normalized Viewport to Device | Normalized Viewport Coordinates | Device Coordinates (Viewport) |
| Term | Description |
|---|---|
| Modeling Coordinates | Local coordinate system for defining an individual object. |
| World Coordinates | A common coordinate system where all objects of the scene are placed using modeling transformations. |
| Window | A rectangular area in the world coordinate system that defines the visible region of the scene. |
| Viewing Coordinates | A coordinate system relative to the window, used for window-to-viewport mapping and clipping. |
| Viewport | A rectangular area on the display device (or a normalized space) where the contents of the window are displayed. |
| Normalized Viewport | A standard coordinate space (e.g., [0,1] or [-1,1]) where the window is mapped before mapping to the physical device. |
| Device Coordinates | Physical coordinates of the output device, typically pixel locations on the screen. |
The 2D graphics pipeline is the sequence of operations performed to convert a description of a 2D scene into an image displayed on a screen. While the question focuses on the viewing part, it's useful to see where it fits in the overall pipeline.
The full pipeline often looks like this:
The steps provided in the question cover the core viewing and display mapping stages of this pipeline, starting after the scene is constructed in world coordinates.
In Cyrus-Beck algorithm for line clipping the value of t parameter is computed by the relation :
(Here P1 and P2 are the two end points of the line, f is a point on the boundary, n1 is inner normal)
Which of the following statement(s) is/are incorrect ?
(a) Mapping the co-ordinates of the points and lines that form the picture into the appropriate co-ordinates on the device or workstation is known as viewing transformation.
(b) The right-handed cartesian co-ordinates system in whose co-ordinates we describe the picture is known as world co-ordinate system.
(c) The co-ordinate system that corresponds to the device or workstation where the image is to be displayed is known as physical device co-ordinate system.
(d) Left - handed co-ordinate system in which the display area of the virtual display device corresponds to the unit (|x|) square whose lower left-hand corner is at the origin of the co-ordinate system, is known as normalized device co-ordinate system.
Codes :
Consider a window bounded by the lines : x = 0; y= 0; x = 5 and y = 3. The line segment joining (-1, 0) and (4, 5), if clipped against this window will connect the points
Arrange the 2-D viewing transformation pipeline.
A. Convert world-coordinates to viewing coordinates
B. Map viewing coordinates to normalized viewing coordinates using window - viewpoint specifications
C. Construct world - coordinates scene using modeling - coordinates transformations
D. Map normalized viewpoint to device coordinates
Choose the correct answer from the options given below: