Title: Advanced Computer Graphics: 2D/3D Transformations
1Advanced Computer Graphics2D/3D Transformations
- Kocaeli Universitesity
- Computer Engineering Department
2Geometric 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
32D Transformations
y
y
x
x
y
x
42D Transformations
y
y
x
- Applications
- Animation
- Image/object manipulation
- Viewing transformation
- etc.
x
y
x
4
52D 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
6Point 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
7Translation
- 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
83x3 2D Translation Matrix
Use 3 x 1 vector
- Note that now it becomes a matrix-vector
multiplication
9Translation
- How to translate an object with multiple
vertices?
102D Rotation
- Default rotation center Origin (0,0)
- gt 0 Rotate counter clockwise
q
112D Rotation
(x,y) -gt Rotate about the origin by q
r
How to compute (x, y) ?
122D 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)
132D 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)
142D Rotation
x x cos(q) y sin(q)
y y cos(q) x sin(q)
r
Matrix form?
3 x 3 How?
153x3 2D Rotation Matrix
162D Rotation
- How to rotate an object with multiple vertices?
172D Scaling
Scale Alter the size of an object by a scaling
factor (Sx, Sy), i.e.
182D 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
193x3 2D Scaling Matrix
20Scaling facts
21Put it all together
- Translation
- Rotation
- Scaling
22Or, 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?
23Why 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)?
24Why 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!
25Shearing
- Y coordinates are unaffected, but x coordinates
are translated linearly with y - That is
- y y
- x x y h
26Shearing in Y
27Reflection
28Reflection
29Reflection
30Reflection about X-axis
31Reflection about X-axis
32Reflection about Y-axis
33Reflection about Y-axis
34Whats the Transformation Matrix?
35Whats the Transformation Matrix?
36More about reflection?
- Reflection about yx
- Reflection about y-x
37Rotation 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
38Arbitrary Rotation Center
- To rotate about an arbitrary point P (px,py) by
q
(px,py)
39Arbitrary 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)
40Arbitrary 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)
41Arbitrary 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)
42Arbitrary 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
43Scaling Revisit
- The standard scaling matrix will only anchor at
(0,0)
Sx 0 0 0 Sy 0
0 0 1
44Arbitrary Scaling Pivot
- To scale about an arbitrary fixed point P
(px,py)
(px,py)
45Arbitrary 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)
46Arbitrary 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)
47Arbitrary 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)
48Affine Transformation
- Translation, Scaling, Rotation, Shearing are all
affine transformation
49Affine 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. -
50Affine 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
51Composing 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 )))
52Composing 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
53Composing 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?
54Example1 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
55Example1 (Cont)
- Translate the object so that the pivot-point
position is moved to the coordinate origin - Rotate the object about the coordinate origin
- Translate the object so that the pivot point is
returned to its original position
56Example2 Scaling without translation
- Translate the object to so that the fixed point
coincides with the coordinate origin - Scale the object with respect to the coordinate
origin - Use the inverse of the translation in step (1) to
return the object to its original position
57Example2 (Cont)
Translate
Scale
Translate
58Three-Dimensional Transformations
59Extending 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.
60Translation
61Rotation z-axis rotation
- 3D Coordinate-Axis Rotations
- z-axis rotation (counter-clockwise)
62Rotation x-axis rotation
63Rotation y-axis rotation
64Rotating 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
65Rotating 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
67Rotating 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
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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.
71Rotation 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
79Scaling
- Change the coordinates of the object by scaling
factors.
y
x
z
y
x
z
80Scaling 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
81Scaling with respect to a Fixed Point
82Reflection
- Reflection over planes, lines or points
y
y
y
y
x
x
x
x
z
z
z
z
83Shear
- Deform the shape depending on another dimension
84BACKUP
85Rotation 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
86Rotation Around an Arbitrary Axis
87Rotation 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.
88Rotation 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
89Dot 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.
90Rotation 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
91Rotation 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
92Rotation, ... 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
93Rotation, ... Alternative Method
Check if this is equal to