Title: Geometric Objects and Transformation
1Chapter 4
- Geometric Objects and Transformation
2Objectives
- Introduce the elements of geometry
- Scalars
- Vectors
- Points
- Develop mathematical operations among them in a
coordinate-free manner - Define basic primitives
- Line segments
- Polygons
3Basic Elements
- Geometry is the study of the relationships among
objects in an n-dimensional space - In computer graphics, we are interested in
objects that exist in three dimensions - Want a minimum set of primitives from which we
can build more sophisticated objects - We will need three basic elements
- Scalars
- Vectors
- Points
4Scalars
- Scalars can be defined as members of sets which
can be combined by two operations (addition and
multiplication) obeying some fundamental axioms
(associativity, commutivity, inverses) - Examples include the real and complex number
under the ordinary rules with which we are
familiar - Scalars alone have no geometric properties
5Vectors
- Physical definition a vector is a quantity with
two attributes - Direction
- Magnitude
- Directed line segments
- Examples include
- Force
- Velocity
Directed Line segment
6Vector Operations
- Every vector has an inverse
- Same magnitude but points in opposite direction
- Every vector can be multiplied by a scalar
- There is a zero vector
- Zero magnitude, undefined orientation
- The sum of any two vectors is a vector
- Use head-to-tail axiom
w
vuw
?v
v
-v
u
7Vectors Lack Position
- These vectors are identical
- Same length and magnitude
- Vectors spaces insufficient for geometry
- Need points
8Points
- Location in space
- Operations allowed between points and vectors
- Point-point subtraction yields a vector
- Equivalent to point-vector addition
vP-Q
PvQ
9Coordinate-Free Geometry
Objects without coordinate system
Objects and coordinate system
10Linear Vector and Euclidean Spaces
- Mathematical system for manipulating vectors
- Operations
- Scalar-vector multiplication u?v
- Vector-vector addition wuv
- 1 P P
- 0 P 0 (zero vector)
- Expressions such as
- vu2w-3r
- Euclidean space is an extension of vector space
that adds a measure of size of distance
11Affine Spaces
- Point a vector space
- Operations
- Vector-vector addition
- Scalar-vector multiplication
- Point-vector addition
- Scalar-scalar operations
12The Computer-Science View
- Abstract data types(ADTs)
- vector u, vpoint p, qscalar a, b
- In C, by using classes and overloading
operator, we could writeq p av
13Geometric ADTs
- Textbook notations
- ?, ?, ? denote scalars
- P, Q, R define points
- u, v, w denote vectors
- ?v ?v, v P QP v Q
14Lines
- Consider all points of the form
- P(a)P0 a d
- Set of all points that pass through P0 in the
direction of the vector d
15Parametric Form
- This form is known as the parametric form of the
line - More robust and general than other forms
- Extends to curves and surfaces
- Two-dimensional forms
- Explicit y mx h
- Implicit ax by c 0
- Parametric
- x(a) ax0 (1-a)x1
- y(a) ay0 (1-a)y1
16Rays and Line Segments
- If a gt 0, then P(a) is the ray leaving P0 in the
direction d - If we use two points to define v, then
- P( a) Q a (R-Q)Qav
- aR (1-a)Q
- For 0ltalt1 we get all the
- points on the line segment
- joining R and Q
17Space Partitioning
E
p?u?v
F
v
B
A
u
C
D
E ?gt0, ?gt0, ? ?1 F ?gt0, ?gt0, ? ?gt1 A
?gt0, ?gt0, ? ?lt1 B ?lt0, ?gt0 C ?lt0, ?lt0 D
?gt0, ?lt0
18Convexity
- An object is convex iff for any two points in the
object all points on the line segment between
these points are also in the object
P
P
Q
Q
19Affine Sums
- Consider the sum
- Pa1P1a2P2..anPn
- Can show by induction that this sum makes sense
iff - a1a2..an1
- in which case we have the affine sum of the
points P1,P2,..Pn - If, in addition, aigt0, we have the convex hull
of P1,P2,..Pn
20Convex Hull
- Smallest convex object containing P1,P2,..Pn
- Formed by shrink wrapping points
21Dot and Cross Products
22Linear Independence
- A set of vectors v1, v2, , vn is linearly
independent if - v1v2..vn0 iff a1a20
- If a set of vectors is linearly independent, we
cannot represent one in terms of the others - If a set of vectors is linearly dependent, as
least one can be written in terms of the others
23Dimension
- In a vector space, the maximum number of linearly
independent vectors is fixed and is called the
dimension of the space - In an n-dimensional space, any set of n linearly
independent vectors form a basis for the space - Given a basis v1, v2,., vn, any vector v can be
written as - va1v1 a2v2 .anvn
- where the ai are unique
24Planes and Normals
- Every plane has a vector n normal (perpendicular,
orthogonal) to it - From point-two vector form P(a,b)Raubv, we
know we can use the cross product to find n
u ? v and the equivalent form - (P(a, b)-P) ? n0
- Assume P(x0, y0, z0) and n(nx, ny, nz), then
the plane equationnxxnyynzznx0ny0nz0
25Three-Dimensional Primitives
- Hollow objects
- Objects can be specified by vertices
- Simple and flat polygons (triangles)
- Constructive Solid Geometry (CSG)
3D curves
3D surfaces
Volumetric Objects
26Constructive Solid Geometry
27Representation
- Until now we have been able to work with
geometric entities without using any frame of
reference, such a coordinate system - Need a frame of reference to relate points and
objects to our physical world. - For example, where is a point? Cant answer
without a reference system - World coordinates
- Camera coordinates
28Coordinate Systems
- Consider a basis v1, v2,., vn
- A vector is written va1v1 a2v2 .anvn
- The list of scalars a1, a2, . anis the
representation of v with respect to the given
basis - We can write the representation as a row or
column array of scalars
aa1 a2 . anT
29Example
- v2v13v2-4v3
- a2 3 4
- Note that this representation is with respect to
a particular basis - For example, in OpenGL we start by representing
vectors using the world basis but later the
system needs a representation in terms of the
camera or eye basis
30Problem in Coordinate Systems
- Which is correct?
- Both are because vectors have no fixed location
v
v
31Frames 1/2
- Coordinate System is insufficient to present
points - If we work in an affine space we can add a single
point, the origin, to the basis vectors to form a
frame
32Frames 2/2
- Frame determined by (P0, v1, v2, v3)
- Within this frame, every vector can be written as
- va1v1 a2v2 .anvn
- Every point can be written as
- P P0 b1v1 b2v2 .bnvn
33Representations and N-tuples
34Change of Coordinate Systems
- Consider two representations of a the same vector
with respect to two different bases. The
representations are
aa1 a2 a3
bb1 b2 b3
where
va1v1 a2v2 a3v3 a1 a2 a3 v1 v2 v3
T b1u1 b2u2 b3u3 b1 b2 b3 u1 u2 u3 T
35Representing Second Basis in terms of the First
- Each of the basis vectors, u1,u2, u3, are vectors
that can be represented in terms of the first
basis
u1 g11v1g12v2g13v3 u2 g21v1g22v2g23v3 u3
g31v1g32v2g33v3
v
36Matrix Form
- The coefficients define a 3 x 3 matrix
- and the basis can be related by
- see text for numerical examples
M
aMTb ?b(MT)-1a
37Confusing Points and Vectors
- Consider the point and the vector
- P P0 b1v1 b2v2 .bnvn
- va1v1 a2v2 .anvn
- They appear to have the similar representations
- Pb1 b2 b3 va1 a2 a3
- which confuse the point with the vector
- A vector has no position
v
p
v
can place anywhere
fixed
38A Single Representation
- If we define 0P 0 and 1P P then we can write
- va1v1 a2v2 a3v3 a1 a2 a3 0 v1 v2 v3 P0
T - P P0 b1v1 b2v2 b3v3 b1 b2 b3 1 v1 v2
v3 P0 T - Thus we obtain the four-dimensional homogeneous
coordinate representation - v a1 a2 a3 0 T
- P b1 b2 b3 1 T
39Homogeneous Coordinates
- The general form of four dimensional homogeneous
coordinates is - px y x w T
- We return to a three dimensional point (for w?0)
by - x?x/w
- y?y/w
- z?z/w
- If w0, the representation is that of a vector
- Note that homogeneous coordinates replaces points
in three dimensions by lines through the origin
in four dimensions
40Homogeneous Coordinates and Computer Graphics
- Homogeneous coordinates are key to all computer
graphics systems - All standard transformations (rotation,
translation, scaling) can be implemented by
matrix multiplications with 4 x 4 matrices - Hardware pipeline works with 4 dimensional
representations - For orthographic viewing, we can maintain w0 for
vectors and w1 for points - For perspective we need a perspective division
41Change of Frames
- We can apply a similar process in homogeneous
coordinates to the representations of both points
and vectors - Consider two frames
- Any point or vector can be represented in each
u2
u1
v2
Q0
P0
v1
u3
v3
42Representing One Frame in Terms of the Other
- Extending what we did with change of bases
u1 g11v1g12v2g13v3 u2 g21v1g22v2g23v3 u3
g31v1g32v2g33v3 Q0 g41v1g42v2g43v3 g44P0
using a 4 x 4 matrix
M
43Working with Representations
- Within the two frames any point or vector has a
representation of the same form - aa1 a2 a3 a4 in the first frame
- bb1 b2 b3 b4 in the second frame
- where a4 b4 1 for points and a4 b4 0 for
vectors and - The matrix M is 4 x 4 and specifies an affine
transformation in homogeneous coordinates
aMTb
44Frames and ADTs 1/3
- point3 p, qvector3 v, uIn C, through
overloading,qpvup-qare valid,
butqvupqare not!
45Frames and ADTs 2/3
- typedef float point34
- typedef float point24 / making a 2D point a
special 3D point / - How do we initialize a point?
- p1.0, 2.0, 3.0
- / implementation dependent! /
46Frames and ADTs 3/3
- Solutions
- initialize a point through a functionp
new_point3(1.0, 2.0, 3.0) - All operations are done through functionspoint3
p, qvector3 v / frame f /v point_sub(p,
q)/ v point_sub(p, q, f) /
47Frames in OpenGL
- When we work with representations, we work with
n-tuples or arrays of scalars - Changes in frame are then defined by 4 x 4
matrices - In OpenGL, the base frame that we start with is
the world frame - Eventually we represent entities in the camera
frame by changing the world representation using
the model-view matrix - Initially these frames are the same (MI)
48Positioning the World Frame 1/2
- If objects are on both sides of z0, we should
move the world frame
M
49Positioning the World Frame 2/2
50Modeling of a Colored Cube
- Modeling
- Converting to the camera frame
- Clipping
- Projecting
- Removing hidden surfaces
- Rasterizing
Demo
51Objectives
- Introduce simple data structures for building
polygonal models - Vertex lists
- Edge lists
- OpenGL vertex arrays
52Representing a Mesh
e2
v5
- Consider a mesh
- There are 8 nodes and 12 edges
- 5 interior polygons
- 6 interior (shared) edges
- Each vertex has a location vi (xi yi zi)
v6
e3
e9
e8
v8
v4
e1
e11
e10
v7
e4
e7
v1
e12
v2
v3
e6
e5
53Simple Representation
- List all polygons by their geometric locations
- Leads to OpenGL code such as
- Inefficient and unstructured
- Consider moving a vertex to a new locations
glBegin(GL_POLYGON) glVertex3f(x1, x1, x1)
glVertex3f(x6, x6, x6) glVertex3f(x7, x7,
x7) glEnd()
54Modeling of a Cube
- typedef GLfloat point33
- point3 vertices83 -1.0,-1.0,-1.0,1.0,-1.0
,-1.0, - 1.0,1.0,-1.0, -1.0,1.0,-1.0, -1.0,-1.0,1.0,
- 1.0,-1.0,1.0, 1.0,1.0,1.0, -1.0,1.0,1.0
- glBegin(GL_POLYGON)
- glVertex3fv(vertices0)
- glVertex3fv(vertices3)
- glVertex3fv(vertices2)
- glVertex3fv(vertices1)
- glEnd()
OpenGL glVertex3f ? 4D form
55Inward and Outward Facing Polygons
- The order v0, v3, v2, v1 and v1, v0, v3, v2
are equivalent in that the same polygon will be
rendered by OpenGL but the order v0, v1, v2,
v3 is different - The first two describe outwardly
- facing polygons
- Use the right-hand rule
- counter-clockwise encirclement
- of outward-pointing normal
- OpenGL treats inward and
- outward facing polygons differently
56Geometry versus Topology
- Generally it is a good idea to look for data
structures that separate the geometry from the
topology - Geometry locations of the vertices
- Topology organization of the vertices and edges
- Example a polygon is an ordered list of vertices
with an edge connecting successive pairs of
vertices and the last to the first - Topology holds even if geometry changes
57Vertex Lists
- Put the geometry in an array
- Use pointers from the vertices into this array
- Introduce a polygon list
,z0
Each location appears only once!
58The Color Cube 1/3
- Model a color cube for rotating cube program
- Define global arrays for vertices and colors
- typedef GLfloat point33
- point3 vertices83 -1.0,-1.0,-1.0,1.0,-1.
0,-1.0, - 1.0,1.0,-1.0, -1.0,1.0,-1.0, -1.0,-1.0,1.0,
- 1.0,-1.0,1.0, 1.0,1.0,1.0, -1.0,1.0,1.0
- GLfloat colors83 0.0,0.0,0.0,1.0,0.0,0.0
, - 1.0,1.0,0.0, 0.0,1.0,0.0, 0.0,0.0,1.0,
- 1.0,0.0,1.0, 1.0,1.0,1.0, 0.0,1.0,1.0
59The Color Cube 2/3
void quad(int a, int b, int c , int d)
glBegin(GL_POLYGON) glColor3fv(colorsa)
glVertex3fv(verticesa)
glColor3fv(colorsb) glVertex3fv(vertices
b) glColor3fv(colorsc)
glVertex3fv(verticesc)
glColor3fv(colorsd) glVertex3fv(vertices
d) glEnd()
Color each vertex accordingly
60The Color Cube 3/3
- void colorcube( )
-
- polygon(0,3,2,1)
- polygon(2,3,7,6)
- polygon(0,4,7,3)
- polygon(1,2,6,5)
- polygon(4,5,6,7)
- polygon(0,1,5,4)
-
- Note that vertices are ordered so that
- we obtain correct outward facing normals
5
6
2
1
7
4
0
3
61Bilinear Interpolation
Assuming a linear variation, then we can make use
of the same interpolation coefficients in
coordinates for the interpolation of other
attributes.
62Scan-line Interpolation
- A polygon is filled only when it is displayed
- It is filled scan line by scan line
- Can be used for other associated attributes with
each vertex
63Efficiency
- The weakness of our approach is that we are
building the model in the application and must do
many function calls to draw the cube - Drawing a cube by its faces in the most straight
forward way requires - 6 glBegin, 6 glEnd
- 6 glColor
- 24 glVertex
- More if we use texture and lighting
64Vertex Arrays
- OpenGL provides a facility called vertex arrays
that allow us to store array data in the
implementation - Six types of arrays supported
- Vertices
- Colors
- Color indices
- Normals
- Texture coordinates
- Edge flags
- We will need only colors and vertices
65Initialization
- Using the same color and vertex data, first we
enable - glEnableClientState(GL_COLOR_ARRAY)
- glEnableClientState(GL_VERTEX_ARRAY)
- Identify location of arrays
- glVertexPointer(3, GL_FLOAT, 0, vertices)
- glColorPointer(3, GL_FLOAT, 0, colors)
data array
data contiguous
3d arrays
stored as floats
66Mapping Indices to Faces
- Form an array of face indices
- Each successive four indices describe a face of
the cube - Draw through glDrawElements which replaces all
glVertex and glColor calls in the display
callback
GLubyte cubeIndices24 0,3,2,1,2,3,7,6
0,4,7,3,1,2,6,5,4,5,6,7,0,1,5,4
67Drawing the Cube
number of indices
what to draw
for(i0 ilt6 i) glDrawElements(GL_POLYGON, 4,
GL_UNSIGNED_BYTE, cubeIndices4i)
format of index data
start of index data
glDrawElements(GL_QUADS, 24,
GL_UNSIGNED_BYTE, cubeIndices)
Draws cube with 1 function call!!
68General Transformations
- A transformation maps points to other points
and/or vectors to other vectors
69Linear Function (Transformation)
Transformation matrix for homogeneous coordinate
system
70Affine Transformations 1/2
- Line preserving
- Characteristic of many physically important
transformations - Rigid body transformations rotation, translation
- Scaling, shear
- Importance in graphics is that we need only
transform endpoints of line segments and let
implementation draw line segment between the
transformed endpoints
71Affine Transformations 2/2
- Every linear transformation (if the corresponding
matrix is nonsingular) is equivalent to a change
in frames - However, an affine transformation has only 12
degrees of freedom because 4 of the elements in
the matrix are fixed and are a subset of all
possible 4 x 4 linear transformations
72Translation
- Move (translate, displace) a point to a new
location - Displacement determined by a vector d
- Three degrees of freedom
- PPd
P
d
P
73How Many Ways?
- Although we can move a point to a new location in
infinite ways, when we move many points there is
usually only one way
object
translation every point displaced by
same vector
74Rotation (2D) 1/2
- Consider rotation about the origin by q degrees
- radius stays the same, angle increases by q
x r cos (f q) r cosf cosq - r sinf sinq y
r sin (f q) r cosf sinq r sinf cosq
x x cos q y sin q y x sin q y cos q
x r cos f y r sin f
75Rotation (2D) 2/2
- Using the matrix form
- There is a fixed point
- Could be extended to 3D
- Positive direction of rotation is
counterclockwise - 2D rotation is equivalent to 3D rotation about
the z-axis
76(Non-)Rigid-Body Transformation
- Translation and rotation are rigid-body
transformation
Non-rigid-bodytransformations
77Scaling
- Expand or contract along each axis (fixed point
of origin)
xsxx ysyx zszx
Uniform and non-uniform scaling
78Reflection
- corresponds to negative scale factors
sx -1 sy 1
original
sx -1 sy -1
sx 1 sy -1
79Transformation in Homogeneous Coordinates
- With a frame, each affine transformation is
represented by a 4?4 matrix of the form
80Translation
- Using the homogeneous coordinate representation
in some frame - p x y z 1T
- px y z 1T
- ddx dy dz 0T
- Hence p p d or
- xxdx
- yydy
- zzdz
note that this expression is in four dimensions
and expresses that point vector point
81Translation Matrix
- We can also express translation using a
- 4 x 4 matrix T in homogeneous coordinates
- pTp where
- This form is better for implementation because
all affine transformations can be expressed this
way and multiple transformations can be
concatenated together
82Rotation about the Z axis
- Rotation about z axis in three dimensions leaves
all points with the same z - Equivalent to rotation in two dimensions in
planes of constant z - or in homogeneous coordinates
- pRz(q)p
xx cos q y sin q y x sin q y cos q zz
83Rotation Matrix
84Rotation about X and Y axes
- Same argument as for rotation about z axis
- For rotation about x axis, x is unchanged
- For rotation about y axis, y is unchanged
85Scaling Matrix
86Shear
- Helpful to add one more basic transformation
- Equivalent to pulling faces in opposite
directions
87Shear Matrix
- Consider simple shear
- along x axis
x x y cot q y y z z
88Inverses
- Although we could compute inverse matrices by
general formulas, we can use simple geometric
observations - Translation T-1(dx, dy, dz) T(-dx, -dy, -dz)
- Rotation R -1(q) R(-q)
- Holds for any rotation matrix
- Note that since cos(-q) cos(q) and
sin(-q)-sin(q) - R -1(q) R T(q)
- Scaling S-1(sx, sy, sz) S(1/sx, 1/sy, 1/sz)
89Concatenation
- We can form arbitrary affine transformation
matrices by multiplying together rotation,
translation, and scaling matrices - Because the same transformation is applied to
many vertices, the cost of forming a matrix
MABCD is not significant compared to the cost of
computing Mp for many vertices p - The difficult part is how to form a desired
transformation from the specifications in the
application
90Order of Transformations
- Note that matrix on the right is the first
applied - Mathematically, the following are equivalent
- p ABCp A(B(Cp))
- Note many references use column matrices to
present points. In terms of column matrices - pT pTCTBTAT
91Rotation about a Fixed Point and about the Z axis
f
?
92Sequence of Transformations
93General Rotation about the Origin
- A rotation by q about an arbitrary axis can be
decomposed into the concatenation of rotations
about the x, y, and z axes
R(q) Rx(?) Ry(?) Rz(?)
y
?, ?, ? are called the Euler angles
v
q
Note that rotations do not commute We can use
rotations in another order but with different
angles
x
z
94Decomposition of General Rotation
?
?
?
95The Instance Transformation
- In modeling, we often start with a simple object
centered at the origin, oriented with the axis,
and at a standard size - We apply an instance transformation to its
vertices to - Scale
- Orient
- Locate
- Display lists
96Rotation about an Arbitrary Axis 1/3
?
1. Move the fixed point to the origin
2. Rotate through a sequence of rotations
97Rotation about an Arbitrary Axis 2/3
Final rotation matrix
?
?
?
?
Normalize u
?
?
98Rotation about an Arbitrary Axis 3/3
Rotate the line segment to the plane of y0, and
the line segment is foreshortened to
?
?
?
?
?
?
?
Rotate clockwise about the y-axis, so
?
?
Final transformation matrix
99OpenGL Matrices
- In OpenGL matrices are part of the state
- Three types
- Model-View (GL_MODEL_VIEW)
- Projection (GL_PROJECTION)
- Texture (GL_TEXTURE) (ignore for now)
- Single set of functions for manipulation
- Select which to manipulated by
- glMatrixMode(GL_MODEL_VIEW)
- glMatrixMode(GL_PROJECTION)
100Current Transformation Matrix (CTM)
- Conceptually there is a 4 x 4 homogeneous
coordinate matrix, the current transformation
matrix (CTM) that is part of the state and is
applied to all vertices that pass down the
pipeline - The CTM is defined in the user program and loaded
into a transformation unit
C
pCp
p
CTM
vertices
vertices
101CTM Operations
- The CTM can be altered either by loading a new
CTM or by postmutiplication
Load an identity matrix C ? I Load an arbitrary
matrix C ? M Load a translation matrix C ?
T Load a rotation matrix C ? R Load a scaling
matrix C ? S Postmultiply by an arbitrary
matrix C ? CM Postmultiply by a translation
matrix C ? CT Postmultiply by a rotation matrix
C ? C R Postmultiply by a scaling matrix C ? C S
102Rotation about a Fixed Point
- Start with identity matrix C ? I
- Move fixed point to origin C ? CT -1
- Rotate C ? CR
- Move fixed point back C ? CT
- Result C T -1RT
- Each operation corresponds to one function call
in the program. - Note that the last operation specified is the
first executed in the program
103CTM in OpenGL
- OpenGL has a model-view and a projection matrix
in the pipeline which are concatenated together
to form the CTM - Can manipulate each by first setting the matrix
mode
104Rotation, Translation, Scaling
Load an identity matrix
glLoadIdentity()
Multiply on right
glRotatef(theta, vx, vy, vz)
theta in degrees, (vx, vy, vz) define axis of
rotation
glTranslatef(dx, dy, dz)
glScalef( sx, sy, sz)
Each has a float (f) and double (d) format
(glScaled)
105Example
- Rotation about z axis by 30 degrees with a fixed
point of (1.0, 2.0, 3.0) - Remember that last matrix specified in the
program is the first applied
glMatrixMode(GL_MODELVIEW) glLoadIdentity() glTr
anslatef(1.0, 2.0, 3.0) glRotatef(30.0, 0.0,
0.0, .10) glTranslatef(-1.0, -2.0, -3.0)
106Using Transformations
- Example use idle function to rotate a cube and
mouse function to change direction of rotation - Start with a program that draws a cube (cube.c)
in a standard way - Centered at origin
- Sides aligned with axes
- Discussed modeling previously
107main.c
- void main(int argc, char argv)
-
- glutInit(argc, argv)
- glutInitDisplayMode(GLUT_DOUBLE GLUT_RGB
GLUT_DEPTH) - glutInitWindowSize(500, 500)
- glutCreateWindow("cube")
- glutReshapeFunc(myReshape)
- glutDisplayFunc(display)
- glutIdleFunc(spinCube)
- glutMouseFunc(mouse)
- glEnable(GL_DEPTH_TEST)
- glutMainLoop()
108Idle and Mouse Callbacks
- void spinCube()
-
- thetaaxis 2.0
- if( thetaaxis gt 360.0 ) thetaaxis - 360.0
- glutPostRedisplay()
-
- void mouse(int btn, int state, int x, int y)
-
- if(btnGLUT_LEFT_BUTTON state
GLUT_DOWN) - axis 0
- if(btnGLUT_MIDDLE_BUTTON state
GLUT_DOWN) - axis 1
- if(btnGLUT_RIGHT_BUTTON state
GLUT_DOWN) - axis 2
109Display Callback
- void display()
-
- glClear(GL_COLOR_BUFFER_BIT
GL_DEPTH_BUFFER_BIT) - glLoadIdentity()
- glRotatef(theta0, 1.0, 0.0, 0.0)
- glRotatef(theta1, 0.0, 1.0, 0.0)
- glRotatef(theta2, 0.0, 0.0, 1.0)
- colorcube()
- glutSwapBuffers()
Note that because of fixed from of callbacks,
variables such as theta and axis must be
defined as globals Camera information is in
standard reshape callback
110Arbitrary Matrices
- Can load and multiply by matrices defined in the
application program - The matrix m is a one dimension array of 16
elements which are the components of the desired
4 x 4 matrix stored by columns - In glMultMatrixf, m multiplies the existing
matrix on the right
glLoadMatrixf(m) glMultMatrixf(m)
111Matrix Stacks
- In many situations we want to save transformation
matrices for use later - Traversing hierarchical data structures (Chapter
9) - Avoiding state changes when executing display
lists - OpenGL maintains stacks for each type of matrix
- Access present type (as set by glMatrixMode) by
glPushMatrix() glPopMatrix()
112Reading Back Matrices
- Can also access matrices (and other parts of the
state) by enquiry (query) functions - For matrices, we use as
glGetIntegerv glGetFloatv glGetBooleanv glGetDoubl
ev glIsEnabled
double m16 glGetFloatv(GL_MODELVIEW, m)
113Using the Model-View Matrix
- In OpenGL the model-view matrix is used to
- Position the camera
- Can be done by rotations and translations but is
often easier to use gluLookAt (Chapter 5) - Build models of obejcts
- The projection matrix is used to define the view
volume and to select a camera lens - Although both are manipulated by the same
functions, we have to be careful because
incremental changes are always made by
postmultiplication - For example, rotating model-view and projection
matrices by the same matrix are not equivalent
operations. Postmultiplication of the model-view
matrix is equivalent to premultiplication of the
projection matrix
114Interfaces to 3D Applications
- One of the major problems in interactive computer
graphics is how to use two-dimensional devices
such as a mouse to interface with three
dimensional objects - Example how to form an instance matrix?
- Some alternatives
- Virtual trackball
- 3D input devices such as the spaceball
- Use areas of the screen
- Distance from center controls angle, position,
scale depending on mouse button depressed
115Using Areas of the Screen
- Each button controls rotation, scaling and
translation, separately - Example
- Left button closer to the center, no rotation,
moving up or down, rotate about x-axis, moving
left or right, rotate about y-axis, moving to the
corner, rotate about x-y-axes - Right button translation
- Middle button scaling (zoom-in or zoom-out)
116Physical Trackball
- The trackball is an upside down mouse
- If there is little friction between the ball and
the rollers, we can give the ball a push and it
will keep rolling yielding continuous changes - Two possible modes of operation
- Continuous pushing or tracking hand motion
- Spinning
117A Trackball from a Mouse
- Problem we want to get the two behavior modes
from a mouse - We would also like the mouse to emulate a
frictionless (ideal) trackball - Solve in two steps
- Map trackball position to mouse position
- Use GLUT to obtain the proper modes
118Trackball Frame
origin at center of ball
119Projection of Trackball Position
- We can relate position on trackball to position
on a normalized mouse pad by projecting
orthogonally onto pad
120Reversing Projection
- Because both the pad and the upper hemisphere of
the ball are two-dimensional surfaces, we can
reverse the projection - A point (x,z) on the mouse pad corresponds to the
point (x,y,z) on the upper hemisphere where
y
if r ? x? 0, r ? z ? 0
121Computing Rotatoins
- Suppose that we have two points that were
obtained from the mouse. - We can project them up to the hemisphere to
points p1 and p2 - These points determine a great circle on the
sphere - We can rotate from p1 to p
- by finding the proper axis of rotation and the
angle between the points
122Using the Cross Product
- The axis of rotation is given by the normal to
the plane determined by the origin, p1 , and p2
n p1 ? p1
123Obtaining the Angle
- The angle between p1 and p2 is given by
- If we move the mouse slowly or sample its
position frequently, then q will be small and we
can use the approximation
sin q
sin q ? q
124Implementing with GLUT
- We will use the idle, motion, and mouse callbacks
to implement the virtual trackball - Define actions in terms of three booleans
- trackingMouse if true update trackball position
- redrawContinue if true, idle function posts a
redisplay - trackballMove if true, update rotation matrix
125Example
- In this example, we use the virtual trackball to
rotate the color cube we modeled earlier - The code for the colorcube function is omitted
because it is unchanged from the earlier examples
126Initialization
- define bool int / if system does not support
- bool type /
- define false 0
- define true 1
- define M_PI 3.14159 / if not in math.h /
- int winWidth, winHeight
- float angle 0.0, axis3, trans3
- bool trackingMouse false
- bool redrawContinue false
- bool trackballMove false
- float lastPos3 0.0, 0.0, 0.0
- int curx, cury
- int startX, startY
127The Projection Step
- voidtrackball_ptov(int x, int y, int width, int
height, float v3) -
- float d, a
- / project x,y onto a hemisphere centered
within width, height , note z is up here/ - v0 (2.0Fx - width) / width
- v1 (height - 2.0Fy) / height
- d sqrt(v0v0 v1v1)
- v2sqrt(1.0F-dd)
- / v2 cos((M_PI/2.0) ((d lt 1.0) ? d
1.0)) - a 1.0 / sqrt(v0v0 v1v1
v2v2) - v0 a v1 a v2 a /
128glutMotionFunc 1/2
- void mouseMotion(int x, int y)
-
- float curPos3,
- dx, dy, dz
- / compute position on hemisphere /
- trackball_ptov(x, y, winWidth, winHeight,
curPos) - if(trackingMouse)
-
- / compute the change in position
- on the hemisphere /
- dx curPos0 - lastPos0
- dy curPos1 - lastPos1
- dz curPos2 - lastPos2
129glutMotionFunc 2/2
- if (dx dy dz)
-
- / compute theta and cross product /
- angle 90.0 sqrt(dxdx dydy dzdz)
- axis0 lastPos1curPos2
- lastPos2curPos1
- axis1 lastPos2curPos0
- lastPos0curPos2
- axis2 lastPos0curPos1
- lastPos1curPos0
- / update position /
- lastPos0 curPos0
- lastPos1 curPos1
- lastPos2 curPos2
-
-
- glutPostRedisplay()
130Idle and Display Callbacks
- void spinCube()
-
- if (redrawContinue) glutPostRedisplay()
-
- void display()
- glClear(GL_COLOR_BUFFER_BIT
GL_DEPTH_BUFFER_BIT) - if (trackballMove)
-
- glRotatef(angle, axis0, axis1, axis2)
-
- colorcube()
- glutSwapBuffers()
131Mouse Callback
- void mouseButton(int button, int state, int x,
int y) -
- if(buttonGLUT_RIGHT_BUTTON) exit(0)
- / holding down left button
- allows user to rotate cube /
- if(buttonGLUT_LEFT_BUTTON) switch(state)
-
- case GLUT_DOWN
- ywinHeight-y
- startMotion( x,y)
- break
- case GLUT_UP
- stopMotion( x,y)
- break
-
-
132Start Function
- void startMotion(int x, int y)
-
- trackingMouse true
- redrawContinue false
- startX x
- startY y
- curx x
- cury y
- trackball_ptov(x, y, winWidth, winHeight,
lastPos) - trackballMovetrue
133Stop Function
- void stopMotion(int x, int y)
-
- trackingMouse false
- / check if position has changed /
- if (startX ! x startY ! y)
- redrawContinue true
- else
-
- angle 0.0
- redrawContinue false
- trackballMove false
-
134Smooth Rotation 1/2
- From a practical standpoint, we are often want to
use transformations to move and reorient an
object smoothly - Problem find a sequence of model-view matrices
M0,M1,..,Mn so that when they are applied
successively to one or more objects we see a
smooth transition, cannot always decompose a
rotation into three rotations about the x, y, and
z axes - For orientating an object, we can use the fact
that every rotation corresponds to part of a
great circle on a sphere - Find the axis of rotation and angle
- Virtual trackball
135Smooth Rotation 2/2
- Observe that for arbitrary rotation matrix R,
there must exist a direction d such that all the
points on Rpp, and Rdd, therefore the vector d
and the column matrix p are eigen vectors of the
matrix R corresponding to the eigen value 1!
136Incremental Rotation 1/4
- Consider the two approaches
- For a sequence of rotation matrices R0,R1,..,Rn
, find the Euler angles for each and use Ri Riz
Riy Rix - Not very efficient
- Use the final positions to determine the axis and
angle of rotation, then increment only the angle - Quaternions can be more efficient than either
137Incremental Rotation 2/4
- for(i0 ilt imax i)
-
- glRotatef(delta_theta, dx, dy, dz)
- draw_objects()
-
- Problem calculation of sin and cos of angles
138Incremental Rotation 3/4
- A better solution is to reuse the matrix
- GLfloat m16
- glRotatef(delta_theta, dx, dy, dz)
- glGetFloatv(GL_MODELVIEW,m)
- for(i0 ilt imax i)
-
- glMultMatrixf(m)
- draw_objects()
139Incremental Rotation 4/4
- Further improvement by approximations
So, if we form an arbitrary rotation matrix
through the Euler angles
140Complex Numbers
For an arbitrary complex number c
If we rotate c about the origin by ? to c
141Quaternions
- Extension of imaginary numbers from two to three
dimensions - Requires one real and three imaginary components
i, j, k - Quaternions can express rotations on sphere
smoothly and efficiently. Process - Model-view matrix ? quaternion
- Carry out operations with quaternions
- Quaternion ? Model-view matrix
qq0q1iq2jq3k
142Quaternions Properties
143Quaternions and Rotation
144Example of using Quaternion Rotation
145Quaternions and Rotation Matrix
146The Rotation Matrix in the Textbook
147Quaternions
- Because the rotations are on the surface of a
sphere, quaternions provide an interesting and
more efficient way to implement the trackball - See code in some of the standard demos included
with Mesa