Title: Transformations With OpenGL
1Transformations With OpenGL
- Courtesy of Drs. Carol OSullivan / Yann Morvan
- Trinity College Dublin
2Open GL Primitives
3OpenGL
- To create a red polygon with 4 vertices
- glBegin defines a geometric primitive
- GL_POINTS, GL_LINES, GL_LINE_LOOP, GL_TRIANGLES,
GL_QUADS, GL_POLYGON - All vertices are 3D and defined using glVertex
glColor3f(1.0, 0.0, 0.0) glBegin(GL_POLYGON)
glVertex3f(0.0, 0.0, 3.0) glVertex3f(1.0, 0.0,
3.0) glVertex3f(1.0, 1.0, 3.0)
glVertex3f(0.0, 1.0, 3.0) glEnd()
4OpenGL
- We can use per-vertex information.
- To create the RG colour square
glShadeModel(GL_SMOOTH) glBegin(GL_POLYGON)
glColor3f(1.0, 0.0, 0.0) // Red
glVertex3f(0.0, 0.0, 3.0) glColor3f(0.0, 0.0,
0.0) // Black glVertex3f(1.0, 0.0, 3.0)
glColor3f(0.0, 1.0, 0.0) // Green
glVertex3f(1.0, 1.0, 3.0) glColor3f(1.0, 1.0,
0.0) // Yellow glVertex3f(0.0, 1.0,
3.0) glEnd()
5Geometric Transformations
- Many geometric transformations are linear and can
be represented as a matrix multiplication. - Function f is linear iff
- Implications to transform a line we transform
the end-points. Points between are affine
combinations of the transformed endpoints. - Given line defined by points P and Q, points
along transformed line are affine combinations of
transformed P? and Q?
6Homogeneous Co-ordinates
- Basis of the homogeneous co-ordinate system is
the set of n basis vectors and the origin
position - All points and vectors are therefore compactly
represented using their ordinates
7Co-ordinate Frame
- A Frame is a point P0 (the origin) and a set of
vectors vn which define the basis for the vector
space (the axes). - Vectors of the frame take the form
- Points defined using the frame are given as
- Vectors are uniquely defined using the ordinates
an but points require extra information (i.e. the
origin) - In computer graphics we use homogeneous
co-ordinates to express vector and affine
quantities and transformations.
8Homogeneous Co-ordinates
- Vectors have no positional information and are
represented using ao 0 whereas points are
represented with ao 1 - Examples
Points
Associated vectors
9Scale
- all vectors are scaled from the origin
Original
scale all axes
scale Y axis
offset from origin
distance from origin also scales
10Rotation
- Rotations are anti-clockwise about the origin
rotation of 45o about the Z axis
offset from origin rotation
11Rotation
12Rotation
- 2D rotation of q about origin
- 3D homogeneous rotations
- Note
- If M-1 MT then M is orthonormal. All
orthonormal matrices are rotations about the
origin.
13Scale
We would also like to scale points thus we need
a homogeneous transformation for consistency
14Shear
- We shear along an axis according to another axis
- Shearing along X axis preserves y and z values.
- Shearing along Y axis preserves x and z values
- Shearing along Z axis preserves x and y values
- Point are stretched along the shear axis in
proportion to the distance of the point along
another axis. - Example shearing along X according to Y
15Shear
original
shear along x (by y)
shear along x (by z)
16Translation
- Translation only applies to points, we never
translate vectors. - Remember points have homogeneous co-ordinate w
1
translate along y
17Affine Transformations
- All affine transformations are combinations of
rotations, scaling and translations. - Shear rotation followed by a scale
- Affine transformations preserve
- Collinearity
- Ratios of distances along a line (therefore
parallelism)
18Transformation Composition
- More complex transformations can be created by
concatenating or composing individual
transformations together. - Matrix multiplication is non-commutative ? order
is vital - We can create an affine transformation
representing rotation about a point PR - translate to origin, rotate about origin,
translate back to original location
19Transformation Composition
20Transformation Composition
Rotation in XY plane by q degrees anti-clockwise
about point P
21Euler Angles
- Euler angles represent the angles of rotation
about the co-ordinate axes required to achieve a
given orientation (qx, qy, qz) - The resulting matrix is
- Any required rotation may be described (though
not uniquely) as a composition of 3 rotations
about the coordinate axes. - Remember rotation does not commute ?? order is
important - A frequent requirement is to determine the matrix
for rotation about an given axis. - Such rotations have 3 degrees of freedom (DOF)
- 2 for spherical angles specifying axis
orientation - 1 for twist about the rotation axis
22Rotational DOF
Sometimes known as roll, pitch and yaw
23Rotation about an axis
24Rotation about an axis
- Assume axis is defined by points P and Q
therefore pivot point is P and rotation axis
vector is - First we translate the pivot point to the origin
? T(-P) - Now we determine a series of rotations to achieve
the required rotation about the desired vector. - This is conceptually simpler if we first rotate
the axis and object so that the axis lines up
with z say ? R(qy)R(qx) - Now we rotate about z by the required angle q ?
R(q)
25Rotation about an axis
- Then we undo the first 2 rotations to bring us
back to the original orientation ? R(-qx)R(-qy) - Finally we translate back to the original
position ? T(P) - The final rotation matrix is
- We need to determine Euler angles qx and qy which
will orient the rotation axis along the z axis. - We determine these using simple trigonometry.
26Aligning axis with z
qy
y
x
vz
qy
r
vx
vz
vy
vp
vx
qx
z
vz
vx
qy
27Aligning axis with z
- Note that as shown the rotation about the x axis
is anti-clockwise but the y axis rotation is
clockwise. - Therefore the required y axis rotation is -qy ?
28Spherical Co-ordinates
- The set of all normal vectors define a unit
sphere which is usually used to encode the set of
all directions. - Each normal vector now has only 2 degrees of
freedom usually denoted using spherical
co-ordinates (angles) (q, f)
29Normal Vectors
- It is frequently useful to determine the
relationship between the spherical co-ordinate
and the vector
30Transformations and OpenGL
- glRotatef(angle, vx, vy, vz)
- rotates about axis (vx, vy, vz) by angle
(specified in degrees) - glTranslate(dx, dy, dz)
- translates by displacement vector (dx, dy, dz)
- glScalef(sx, sy, sz)
- apply scaling of sx in x direction, sy in y
direction and sz in z direction (note that these
values specify the diagonal of a required matrix) - glLoadIdentity()
- creates an identity matrix (used for clearing all
transformations) - glLoadMatrixf(matrixptr)
- loads a user specified transformation matrix
where matrixptr is defined as GLfloat
matrixptr16
31Transformations and OpenGL
- OpenGL defines 3 matrices for manipulation of 3D
scenes - GL_MODELVIEW manipulates the view and models
simultaneously - GL_PROJECTION performs 3D 2D projection for
display - GL_TEXTURE for manipulating textures prior to
mapping on objects - Each acts as a state parameter once set it
remains until altered. - Having defined a GL_MODELVIEW matrix, all
subsequent vertices are created with the
specified transformation. - Matrix transformation operations apply to the
currently selected system matrix - use glMatrixMode(GL_MODELVIEW) to select modeling
matrix
32Transformations and OpenGL
Vertex Geometry Pipeline
MODELVIEW matrix
PROJECTION matrix
perspective division
viewport transformation
original vertex
final window coordinates
normalised device coordinates (foreshortened)
2d projection of vertex onto viewing plane
vertex in the eye coordinate space
33Transformations and OpenGL
- The MODELVIEW matrix is a 4x4 affine
transformation matrix and therefore has 12
degrees of freedom - The MODELVIEW matrix is used for both the model
and the camera transformation - rotating the model is equivalent to rotating the
camera in the opposite direction ? OpenGL uses
the same transformation matrix - this sometimes causes confusion!
34Transformations and OpenGL
- Each time an OpenGL transformation M is called
the current MODELVIEW matrix C is altered
glTranslatef(1.5, 0.0, 0.0) glRotatef(45.0, 0.0,
0.0, 1.0)
35Transformations and OpenGL
- Transformations are applied in the order
specified (with respect to the vertex) which
appears to be in reverse
glMatrixMode(GL_MODELVIEW) glLoadIdentity() glTr
anslatef(1.5, 0.0, 0.0) glRotatef(45.0, 0.0,
0.0, 1.0) glVertex3f(1.0, 0.0, 0.0)
original
rotate
translate
36Camera Model Transformations
- Given that camera and model transformations are
specified using a single matrix we must consider
the effect of these transformations on the
coordinate frames of the camera and models. - Assume we wish to orbit an object at a fixed
orientation - translate object away from camera
- rotate around X to look at top of object
- then pivot around objects Y in order to orbit
properly.
37Camera Model Transformations
- If the GL_MODELVIEW matrix is an identity matrix
then the camera frame and the model frame are the
same. - i.e. they are specified using the same
co-ordinate system - If we issue command glTranslatef(0.0, 0.0, -10.0)
and then create the model - a vertex at 0, 0, 0 in the model will be at 0,
0, -10 in the camera frame - i.e. we have moved the object away from the
camera - This may be viewed conceptually in 2 ways
- we have positioned the object with respect to the
world frame - we have moved the world-frame with respect to the
camera frame
38Camera Model Transformations
objects new Y
rotate
translate
39Camera Model Transformations
- A local frame view is usually adopted as it
extends naturally to the specification of
hierarchical model frames. - This allows creation of jointed assemblies
- articulated figures (animals, robots etc.)
- In the hierarchical model, each sub-component has
its own local frame. - Changes made to the parent frame are propagated
down to the child frames (thus all models in a
branch are globally controlled by the parent). - This simplifies the specification of animation.
40Aside Display Lists
- It is often expensive to compute or create a
model for display. - we would prefer not to have to recalculate it
each time for each new animation frame. - Display lists allow the creation of an object in
memory, where it resides until destroyed. - Objects are drawn by issuing a request to the
server to display a given display list.
number of list IDs to create
list glGenLists(1) glNewList(list,
GL_COMPILE) create_model() glEndList() glCallL
ist(list) glDeleteLists(list, 1)
begin specification of the list
GLint of first list ID
user specified model code
used later to display the list
delete when finished (specifying number of lists)
41Model Transformations
- As the MODELVIEW matrix is changed objects are
created with respect to a changing
transformation. - This is often termed the current transformation
matrix or CTM. - The CTM behaves like a 3D pointer, selecting new
positions and orientations for the creation of
geometries. - The only complication with this view is that each
new CTM is derived from a previous CTM, i.e. all
CTMs are specified relative to previous versions. - A scaling transformation can cause some confusion.
42Scaling Transformation and the CTM
glMatrixMode(GL_MODELVIEW) glLoadIdentity() glTr
anslatef(3, 0, 0) glTranslatef(1, 0,
0) gluCylinder()
glMatrixMode(GL_MODELVIEW) glLoadIdentity() glTr
anslatef(3, 0, 0) glScalef(0.5, 0.5,
0.5) glTranslatef(1, 0, 0) gluCylinder()
43Hierarchical Transformations
- For geometries with an implicit hierarchy we wish
to associate local frames with sub-objects in the
assembly. - Parent-child frames are related via a
transformation. - Transformation linkage is described by a tree
- Each node has its own local co-ordinate system.
44Hierarchical Transformations
R
R
R
T
Hierarchical transformation allow independent
control over sub-parts of an assembly
45translate base
rotate joint1
rotate joint2
complex hierarchical transformation
46OpenGL Implementation
glMatrixMode(GL_MODELVIEW) glLoadIdentity() glTr
anslatef(bx, by, bz) create_base() glTranslat
ef(0, j1y, 0) glRotatef(joint1_orientation)
create_joint1() glTranslatef(0, uay, 0)
create_upperarm() glTranslatef(0,
j2y) glRotatef(joint2_orientation)
create_joint2() glTranslatef(0, lay, 0)
create_lowerarm() glTranslatef(0, py,
0) glRotatef(pointer_orientation)
create_pointer()
47Hierarchical Transformations
- The previous example had simple one-to-one
parent-child linkages. - In general there may be many child frames derived
from a single parent frame. - we need some mechanism to remember the parent
frame and return to it when creating new
children. - OpenGL provide a matrix stack for just this
purpose - glPushMatrix() saves the CTM
- glPopMatrix() returns to the last saved CTM
48Hierarchical Transformations
Each finger is a child of the parent (wrist) ?
independent control over the orientation of the
fingers relative to the wrist
49Hierarchical Transformations
50glMatrixMode(GL_MODELVIEW) glLoadIdentity() glTr
anslatef(bx, by, bz) create_base() glTranslat
ef(0, jy, 0) glRotatef(joint1_orientation)
create_joint1() glTranslatef(0, ay, 0)
create_upperarm() glTranslatef(0,
wy) glRotatef(wrist_orientation)
create_wrist() glPushMatrix() // save frame
glTranslatef(-xf, fy0, 0) glRotatef(lowerfinge
r1_orientation) glTranslatef(0, fy1, 0)
create_lowerfinger1() glTranslatef(0, fy2,
0) glRotatef(upperfinger1_orientation)
create_fingerjoint1() glTranslatef(0, fy3,
0) create_upperfinger1() glPopMatrix() //
restore frame glPushMatrix() // do finger
2... glPopMatrix() glPushMatrix() // do
finger 3... glPopMatrix()
Finger1
51OpenGL Objects GLU
- GLU provides functionality for the creation of
quadric surfaces - spheres, cones, cylinders, disks
- A quadric surface is defined by the following
implicit equation
use to initialise a quadric
GLUquadricObj gluNewQuadric(void) gluDeleteQuadr
ic(GLYquadricObj obj)
delete when finished
52OpenGL Objects GLU Spheres
void gluSphere(GLUquadricObj obj, double radius,
int slices, int stacks)
gluSphere(obj, 1.0, 5, 5)
gluSphere(obj, 1.0, 10, 10)
gluSphere(obj, 1.0, 20, 20)
53Other GLU Quadrics
void gluCylinder(GLUquadricObj obj, double
base_radius, double top_radius, double height,
int slices, int stacks)
gluCylinder(obj, 1.0, 1.0, 2.0, 20, 8)
gluCylinder(obj, 1.0, 1.0, 2.0, 8, 8)
gluCylinder(obj, 1.0, 0.3, 2.0, 20, 8)
54Other GLU Quadrics
void gluDisk(GLUquadricObj obj, double
inner_radius, double outer_radius, int slices,
int rings)
gluCylinder(obj, 1.0, 0.0, 2.0, 20, 8)
gluDisk(obj, 0.0, 2.0, 10, 3)
gluDisk(obj, 0.5, 2.0, 10, 3)
55OpenGL Objects GLUT
void glutSolidTorus(double inner_radius, double
outer_radius, int nsides, int rings)
glutWireTeapot(1.0)
glutWireTorus(0.3, 1.5, 20, 20)
size
glutSolidTorus(0.3, 1.5, 20, 20)
glutSolidTeapot(1.0)
glutSolidDodecahedron()