Title: Geometric Objects and Transformation
1Chapter 4
- Geometric Objects and Transformation
2Lines
- 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
3Parametric 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
4Rays 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
5Dot and Cross Products
6Three-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
7Constructive Solid Geometry
8Representation
- 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
9Confusing 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
10A 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
11Homogeneous 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
12Homogeneous 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
13Representing 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
14Inward 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
15Geometry 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
16Bilinear Interpolation
Assuming a linear variation, then we can make use
of the same interpolation coefficients in
coordinates for the interpolation of other
attributes.
17Scan-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
18General Transformations
- A transformation maps points to other points
and/or vectors to other vectors
19Linear Function (Transformation)
Transformation matrix for homogeneous coordinate
system
20Affine 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
21Affine 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
22Translation
- Move (translate, displace) a point to a new
location - Displacement determined by a vector d
- Three degrees of freedom
- PPd
P
d
P
23Rotation (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
24Rotation (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
25(Non-)Rigid-Body Transformation
- Translation and rotation are rigid-body
transformation
Non-rigid-bodytransformations
26Scaling
- Expand or contract along each axis (fixed point
of origin)
xsxx ysyx zszx
Uniform and non-uniform scaling
27Reflection
- corresponds to negative scale factors
sx -1 sy 1
original
sx -1 sy -1
sx 1 sy -1
28Transformation in Homogeneous Coordinates
- With a frame, each affine transformation is
represented by a 4?4 matrix of the form
29Translation
- 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
30Translation 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
31Rotation 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
32Rotation Matrix
33Rotation 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
34Scaling Matrix
35Inverses
- 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)
36Concatenation
- 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
37Order 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
38Rotation about a Fixed Point and about the Z axis
f
?
39General 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
40Rotation about an Arbitrary Axis 1/2
Final rotation matrix
?
?
?
?
Normalize u
?
?
41Rotation about an Arbitrary Axis 2/2
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