CAP4730: Computational Structures in Computer Graphics - PowerPoint PPT Presentation

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CAP4730: Computational Structures in Computer Graphics

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CAP4730: Computational Structures in Computer Graphics 2D Transformations Transformations Rigid Body Transformations - transformations that do not change the object. – PowerPoint PPT presentation

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Title: CAP4730: Computational Structures in Computer Graphics


1
CAP4730 Computational Structures in Computer
Graphics
2D Transformations
2
2D Transformations
  • World Coordinates
  • Translate
  • Rotate
  • Scale
  • Viewport Transforms
  • Putting it all together

3
Transformations
  • Rigid Body Transformations - transformations that
    do not change the object.
  • Translate
  • If you translate a rectangle, it is still a
    rectangle
  • Scale
  • If you scale a rectangle, it is still a rectangle
  • Rotate
  • If you rotate a rectangle, it is still a rectangle

4
Vertices
  • We have always represented vertices as (x,y)
  • An alternate method is
  • Example

5
Matrix Vector
6
Matrix Matrix
Does AB BA? What does the identity do?
7
Practice
8
Translation
  • Translation - repositioning an object along a
    straight-line path (the translation distances)
    from one coordinate location to another.

(x,y)
(tx,ty)
(x,y)
9
Translation
  • Given
  • We want
  • Matrix form

10
Translation Examples
  • P(2,4), T(-1,14), P(?,?)
  • P(8.6,-1), T(0.4,-0.2), P(?,?)
  • P(0,0), T(1,0), P(?,?)

11
Which one is it?
(x,y)
(tx,ty)
(tx,ty)
(x,y)
(x,y)
12
Recall
  • A point is a position specified with coordinate
    values in some reference frame.
  • We usually label a point in this reference point
    as the origin.
  • All points in the reference frame are given with
    respect to the origin.

13
Applying to Triangles
(tx,ty)
14
What do we have here?
  • You know how to

15
Scale
  • Scale - Alters the size of an object.
  • Scales about a fixed point

(x,y)
(x,y)
16
Scale
  • Given
  • We want
  • Matrix form

17
Non-Uniform/Differential Scalin
(x,y)
(x,y)
S(1,2)
18
Rotation
  • Rotation - repositions an object along a circular
    path.
  • Rotation requires an ? and a pivot point

19
Rotation
20
Example
  • P(4,4)
  • ?45 degrees

21
What is the difference? Revisited
V(-0.6,0) V(0,-0.6) V(0.6,0.6) Translate
(1.2,0.3) V(0,0.6) V(0.3,0.9) V(0,1.2)
Translate (1.2,0.3) V(0.6,0.3) V(1.2,-0.3)
V(1.8,0.9) V(0,0.6) V(0.3,0.9) V(0,1.2)
22
Rotations
V(-0.6,0) V(0,-0.6) V(0.6,0.6) Rotate -30
degrees V(0,0.6) V(0.3,0.9) V(0,1.2)
23
Combining Transformations
Q How do we specify each transformation?
24
Specifying 2D Transformations
  • Translation
  • T(tx, ty)
  • Translation distances
  • Scale
  • S(sx,sy)
  • Scale factors
  • Rotation
  • R(?)
  • Rotation angle

25
Combining Transformations
  • Using translate, rotation, and scale, how do we
    get

26
Combining Transformations
  • Note there are two ways to combine rotation and
    translation. Why?

27
Lets look at the equations
28
Combining them
  • We must do each step in turn. First we rotate
    the points, then we translate, etc.
  • Since we can represent the transformations by
    matrices, why dont we just combine them?

29
2x2 -gt 3x3 Matrices
  • We can combine transformations by expanding from
    2x2 to 3x3 matrices.

30
Homogenous Coordinates
  • We need to do something to the vertices
  • By increasing the dimensionality of the problem
    we can transform the addition component of
    Translation into multiplication.

31
Homogenous Coordinates
  • Homogenous Coordinates - term used in mathematics
    to refer to the effect of this representation on
    Cartesian equations. Converting a pt(x,y) and
    f(x,y)0 -gt (xh,yh,h) then in homogenous
    equations mean (vxh,vyh,vh) can be factored
    out.
  • What you should get By expressing the
    transformations with homogenous equations and
    coordinates, all transformations can be expressed
    as matrix multiplications.

32
Final Transformations - Compare Equations
33
Combining Transformations
34
How would we get
35
How would we get
36
Coordinate Systems
  • Object Coordinates
  • World Coordinates
  • Eye Coordinates

37
Object Coordinates
38
World Coordinates
39
Screen Coordinates
40
Coordinate Hierarchy
41
Lets reexamine assignment 2b
42
Transformation Hierarchies
  • For example

43
Transformation Hierarchies
  • Lets examine

44
Transformation Hierarchies
  • What is a better way?

45
Transformation Hierarchies
  • What is a better way?

46
Transformation Hierarchies
  • We can have transformations be in relation to
    each other

47
More Complex Models
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