Advanced Computer Graphics: 2D/3D Transformations - PowerPoint PPT Presentation

1 / 93
About This Presentation
Title:

Advanced Computer Graphics: 2D/3D Transformations

Description:

Advanced Computer Graphics: 2D/3D Transformations Kocaeli Universitesity Computer Engineering Department * * * * * Need to include coordinate transform and ... – PowerPoint PPT presentation

Number of Views:269
Avg rating:3.0/5.0
Slides: 94
Provided by: HanW151
Category:

less

Transcript and Presenter's Notes

Title: Advanced Computer Graphics: 2D/3D Transformations


1
Advanced Computer Graphics2D/3D Transformations
  • Kocaeli Universitesity
  • Computer Engineering Department

2
Geometric Transformation
  • What is geometric transformation?
  • Operations that are applied to the geometric
    description of an object to change its position,
    orientation, or size are called geometric
    transformations

3
2D Transformations
y
y
x
x
y
x
4
2D Transformations
y
y
x
  • Applications
  • Animation
  • Image/object manipulation
  • Viewing transformation
  • etc.

x
y
x
4
5
2D Transformation
  • Given a 2D object, transformation is to change
    the objects
  • Position (translation)
  • Size (scaling)
  • Orientation (rotation)
  • Shapes (shear)
  • Apply a sequence of matrix multiplications to the
    object vertices

6
Point Representation
  • We can use a column vector (a 2x1 matrix) to
    represent a 2D point x

  • y
  • A general form of linear transformation can be
    written as
  • x ax by c
  • OR
  • y dx ey f

7
Translation
  • Re-position a point along a straight line
  • Given a point (x,y), and the translation distance
    (tx,ty)

The new point (x, y) x x tx
y y ty
ty
tx
OR P P T where P x p
x T tx
y y
ty
8
3x3 2D Translation Matrix
Use 3 x 1 vector
  • Note that now it becomes a matrix-vector
    multiplication

9
Translation
  • How to translate an object with multiple
    vertices?

10
2D Rotation
  • Default rotation center Origin (0,0)
  • gt 0 Rotate counter clockwise

q
  • lt 0 Rotate clockwise

11
2D Rotation
(x,y) -gt Rotate about the origin by q
r
How to compute (x, y) ?
12
2D Rotation
(x,y) -gt Rotate about the origin by q
r
How to compute (x, y) ?
x r cos (f) y r sin (f)
x r cos (f q) y r sin (f q)
13
2D Rotation
x r cos (f) y r sin (f)
x r cos (f q) y r sin (f q)
r
x r cos (f q) r cos(f) cos(q)
r sin(f) sin(q)
x cos(q) y sin(q)
y r sin (f q) r sin(f) cos(q) r
cos(f)sin(q)
y cos(q) x sin(q)
14
2D Rotation
x x cos(q) y sin(q)
y y cos(q) x sin(q)
r
Matrix form?
3 x 3 How?
15
3x3 2D Rotation Matrix
16
2D Rotation
  • How to rotate an object with multiple vertices?

17
2D Scaling
Scale Alter the size of an object by a scaling
factor (Sx, Sy), i.e.
18
2D Scaling
  • Not only the object size is changed, it also
    moved!!
  • Usually this is an undesirable effect
  • We will discuss later (soon) how to fix it

19
3x3 2D Scaling Matrix
20
Scaling facts
21
Put it all together
  • Translation
  • Rotation
  • Scaling

22
Or, 3x3 Matrix Representations
  • Translation
  • Rotation
  • Scaling

x cos(q) -sin(q) 0 x y
sin(q) cos(q) 0 y 1
0 0 1 1

x Sx 0 0 x y
0 Sy 0 y 1 0
0 1 1
Why use 3x3 matrices?
23
Why Use 3x3 Matrices?
  • So that we can perform all transformations using
    matrix/vector multiplications
  • This allows us to pre-multiply all the matrices
    together
  • The point (x,y) needs to be represented as
  • (x,y,1) -gt this is called Homogeneous
  • coordinates!
  • How to represent a vector (vx,vy)?

24
Why Use 3x3 Matrices?
  • So that we can perform all transformations using
    matrix/vector multiplications
  • This allows us to pre-multiply all the matrices
    together
  • The point (x,y) needs to be represented as
  • (x,y,1) -gt this is called Homogeneous
  • coordinates!

25
Shearing
  • Y coordinates are unaffected, but x coordinates
    are translated linearly with y
  • That is
  • y y
  • x x y h

26
Shearing in Y
27
Reflection
28
Reflection
29
Reflection
30
Reflection about X-axis
31
Reflection about X-axis
32
Reflection about Y-axis
33
Reflection about Y-axis
34
Whats the Transformation Matrix?
35
Whats the Transformation Matrix?
36
More about reflection?
  • Reflection about yx
  • Reflection about y-x

37
Rotation Revisit
  • The standard rotation matrix is used to rotate
    about the origin (0,0)

cos(q) -sin(q) 0 sin(q)
cos(q) 0 0 0 1
38
Arbitrary Rotation Center
  • To rotate about an arbitrary point P (px,py) by
    q

(px,py)
39
Arbitrary Rotation Center
  • To rotate about an arbitrary point P (px,py) by
    q
  • Translate the object so that P will coincide with
    the origin T(-px, -py)

(px,py)
40
Arbitrary Rotation Center
  • To rotate about an arbitrary point P (px,py) by
    q
  • Translate the object so that P will coincide with
    the origin T(-px, -py)
  • Rotate the object R(q)

(px,py)
41
Arbitrary Rotation Center
  • To rotate about an arbitrary point P (px,py) by
    q
  • Translate the object so that P will coincide with
    the origin T(-px, -py)
  • Rotate the object R(q)
  • Translate the object back T(px,py)

(px,py)
42
Arbitrary Rotation Center
  • Translate the object so that P will coincide with
    the origin T(-px, -py)
  • Rotate the object R(q)
  • Translate the object back T(px,py)
  • Put in matrix form T(px,py) R(q) T(-px, -py)
    P

43
Scaling Revisit
  • The standard scaling matrix will only anchor at
    (0,0)

Sx 0 0 0 Sy 0
0 0 1
44
Arbitrary Scaling Pivot
  • To scale about an arbitrary fixed point P
    (px,py)

(px,py)
45
Arbitrary Scaling Pivot
  • To scale about an arbitrary fixed point P
    (px,py)
  • Translate the object so that P will coincide with
    the origin T(-px, -py)

(px,py)
46
Arbitrary Scaling Pivot
  • To scale about an arbitrary fixed point P
    (px,py)
  • Translate the object so that P will coincide with
    the origin T(-px, -py)
  • Scale the object S(sx, sy)

(px,py)
47
Arbitrary Scaling Pivot
  • To scale about an arbitrary fixed point P
    (px,py)
  • Translate the object so that P will coincide with
    the origin T(-px, -py)
  • Scale the object S(sx, sy)
  • Translate the object back T(px,py)

(px,py)
48
Affine Transformation
  • Translation, Scaling, Rotation, Shearing are all
    affine transformation

49
Affine Transformation
  • Translation, Scaling, Rotation, Shearing are all
    affine transformation
  • Affine transformation transformed point P
    (x,y) is a linear combination of the original
    point P (x,y), i.e.

50
Affine Transformation
  • Translation, Scaling, Rotation, Shearing are all
    affine transformation
  • Affine transformation transformed point P
    (x,y) is a linear combination of the original
    point P (x,y), i.e.
  • Any 2D affine transformation can be decomposed
    into a rotation, followed by a scaling, followed
    by a shearing, and followed by a translation.
  • Affine matrix translation x shearing x
    scaling x rotation

51
Composing Transformation
  • Composing Transformation the process of
    applying several transformation in succession to
    form one overall transformation
  • If we apply transforming a point P using M1
    matrix first, and then transforming using M2, and
    then M3, then we have
  • (M3 x (M2 x (M1 x P )))

52
Composing Transformation
  • Composing Transformation the process of
    applying several transformation in succession to
    form one overall transformation
  • If we apply transforming a point P using M1
    matrix first, and then transforming using M2, and
    then M3, then we have
  • (M3 x (M2 x (M1 x P ))) M3 x M2 x
    M1 x P

52
53
Composing Transformation
  • Matrix multiplication is associative
  • M3 x M2 x M1 (M3 x M2) x M1 M3 x (M2 x
    M1)
  • Transformation products may not be commutative A
    x B ! B x A
  • Some cases where A x B B x A
  • A
    B
  • translation
    translation
  • scaling
    scaling
  • rotation
    rotation
  • uniform scaling rotation
  • (sx sy)
  • translation rotation?

54
Example1 General Two-Dimensional Pivot-Point
Rotation
  • So we can generate a 2D rotation about any other
    pivot point (x, y) by performing the following
    sequence of translate-rotate-translate operations

55
Example1 (Cont)
  1. Translate the object so that the pivot-point
    position is moved to the coordinate origin
  2. Rotate the object about the coordinate origin
  3. Translate the object so that the pivot point is
    returned to its original position

56
Example2 Scaling without translation
  1. Translate the object to so that the fixed point
    coincides with the coordinate origin
  2. Scale the object with respect to the coordinate
    origin
  3. Use the inverse of the translation in step (1) to
    return the object to its original position

57
Example2 (Cont)
Translate
Scale
Translate
58
Three-Dimensional Transformations
59
Extending From 2d Approach
  • Methods for geometric transformations in three
    dimensions are extended from two-dimensional
    methods by including considerations for the z
    coordinate.
  • A three-dimensional position, expressed in
    homogeneous coordinates, is represented as a
    four-element column vector. Thus , each geometric
    transformation operator is now 4 by 4 matrix.

60
Translation
61
Rotation z-axis rotation
  • 3D Coordinate-Axis Rotations
  • z-axis rotation (counter-clockwise)

62
Rotation x-axis rotation
  • counter-clockwise

63
Rotation y-axis rotation
  • counter-clockwise

64
Rotating about an axis that is parallel to one of
the coordinates axes
  • Translate the object so that the rotation axis
    coincides with the parallel coordinate axis
  • Perform the specified rotation about that axis
  • Translate the object so that rotation axis is
    moved back to its original
  • A coordinate position P is transformed with the
    sequence

65
Rotating about an axis that is not parallel to
one of the coordinate axes
  • In this case, we also need rotation to align the
    rotation axis with a selected coordinate axis and
    then to bring the rotation axis back to its
    original orientation
  • A rotation axis can be defined with two
    coordinate position, or one position and
    direction angles.
  • Now we assume that the rotation axis is defined
    by two points, and that the direction of rotation
    is to be counter clockwise when looking along the
    axis from p2 to p1.

66
  • The components of the rotation axis vector are
    then computed as
  • And the unit rotation-axis vector u is
  • Where

67
Rotating about an axis that is not parallel to
one of the coordinate axes
  • Translate the object so that the rotation axis
    passes through the coordinate origin
  • Rotate the object so that the axis of rotation
    coincides with one of the coordinate axes
  • Perform the specified rotation about the selected
    coordinate axis
  • Apply inverse rotations to bring the rotation
    axis back to its original orientation
  • Apply the inverse translation to bring the
    rotation axis to its original spatial position.
  • we can transform the rotation axis onto any one
    of the three coordinate axes. But the z axis is
    often a convenient choice

68
(No Transcript)
69
(No Transcript)
70
  • The first step in the rotation sequence is to set
    up the translation matrix that repositions the
    rotation axis so that it passes through the
    coordinate origin. We move p1 to the origin.

71
Rotation Around an Arbitrary Axis
Align u with the z axis 1) rotate around x axis
to get u into the xz plane, 2) rotate around y
axis to get u aligned with the z axis
y
y
y
u
u'
u
a
a
x
x
x
uz
u
ß
z
z
z
72
  • Since rotation calculations involve sine and
    cosine functions, so we can use standard vector
    operation to obtain elements of the two rotation
    matrices. A vector dot product can be used to
    determine the cosine term, and a vector cross
    product can be used to calculate the sine term.
  • Firstly, we establish the transformation matrix
    for rotation around the x axis by determining the
    values for the sine and cosine of the rotation
    angle necessary to get u into the x-z plane.

73
  • We need the angle between vector u and x-z
    plane .
  • We directly calculate cosine and sine values of
    .
  • If we represent the projection of u in the zy
    plane as the vector
  • Then the cosine of the rotation angle can be
    determined from the dot product of and then
  • unit vector along the z axis.

74
  • Similarly, we can determine the sine of
    from the cross product of
  • So

75
  • So the matrix elements for rotation of this
    vector about the x axis and into the xz plane

76
  • The rotation matrix about y axis is

77
  • The third step we have aligned the rotation axis
    with the positive z axis. The specified rotation
    angle we can now be applied as a rotation
    about the z axis

78
  • So the transformation matrix for rotation about
    an arbitrary axis can then be expressed as the
    composition of these seven individual
    transformations

79
Scaling
  • Change the coordinates of the object by scaling
    factors.

y
x
z
y
x
z
80
Scaling with respect to a Fixed Point
  • Translate to origin, scale, translate back

x
y
y
y
y
x
x
x
z
z
z
z
Translate
Scale
Translate back
81
Scaling with respect to a Fixed Point
82
Reflection
  • Reflection over planes, lines or points

y
y
y
y
x
x
x
x
z
z
z
z
83
Shear
  • Deform the shape depending on another dimension

84
BACKUP
85
Rotation Around an Arbitrary Axis
y
  • Translate the object so that the rotation axis
    passes though the origin
  • Rotate the object so that the rotation axis is
    aligned with one of the coordinate axes
  • Make the specified rotation
  • Reverse the axis rotation
  • Translate back

x
z
86
Rotation Around an Arbitrary Axis
87
Rotation Around an Arbitrary Axis
u is the unit vector along V
First step Translate P1 to origin
Next step Align u with the z axis we need two
rotations rotate around x axis to get u onto
the xz plane, rotate around y axis to get u
aligned with z axis.
88
Rotation Around an Arbitrary Axis
Align u with the z axis 1) rotate around x axis
to get u into the xz plane, 2) rotate around y
axis to get u aligned with the z axis
y
y
y
u
u'
u
a
a
x
x
x
uz
u
ß
z
z
z
89
Dot product and Cross Product
  • v dot u vx ux vy uy vz uz. That
    equals also to vucos(a) if a is the angle
    between v and u vectors. Dot product is zero if
    vectors are perpendicular. v x u is a vector
    that is perpendicular to both vectors you
    multiply. Its length is vusin(a), that is
    an area of parallelogram built on them. If v and
    u are parallel then the product is the null
    vector.

90
Rotation Around an Arbitrary Axis
Align u with the z axis 1) rotate around x axis
to get u into the xz plane, 2) rotate around y
axis to get u aligned with the z axis
We need cosine and sine of a for rotation
u
u'
a
x
uz
z
Projection of u on yz plane
91
Rotation Around an Arbitrary Axis
Align u with the z axis 1) rotate around x axis
to get u into the xz plane, 2) rotate around y
axis to get u aligned with the z axis
u
ß
x
u'' (a,0,d)
z
92
Rotation, ... Alternative Method
Any rotation around origin can be represented by
3 orthogonal unit vectors
This matrix can be thought of as rotating the
unit r1, r2, and r3 vectors onto x, y, and z
axes.
So, to align a given rotation axis u onto the z
axis, we can define an (orthogonal) coordinate
system and form this R matrix
Define a new coordinate system with the given
rotation axis u using
93
Rotation, ... Alternative Method
Check if this is equal to
Write a Comment
User Comments (0)
About PowerShow.com