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Transformations. Transformations Introduce standard transformations ◦ Rotation ◦ Translation ◦ Scaling ◦ Shear Derive homogeneous coordinate transformation.

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Presentation on theme: "Transformations. Transformations Introduce standard transformations ◦ Rotation ◦ Translation ◦ Scaling ◦ Shear Derive homogeneous coordinate transformation."— Presentation transcript:

1 Transformations

2 Transformations Introduce standard transformations ◦ Rotation ◦ Translation ◦ Scaling ◦ Shear Derive homogeneous coordinate transformation matrices Learn to build arbitrary transformation matrices from simple transformations

3 Transformations Transformations make possible the project of 3D objects onto 2D screen The graphics transformation process is analogous to taking a photograph with a camera Every transformation can be thought of as changing the representation of a vertex from one coordinate system to another

4 Affine Transformations Affine transformation is a special class of transformation that is very important for graphical applications. Affine transformation will not alter the type of object. A transformed line (polygon) is still a line (polygon). Any composition of affine transformations is still affine. Translation, rotation, scaling, reflection, and shear are examples of two-dimensional affine transformations. Any general two-dimensional affine transformation can always be expressed as a composition of these five transformations.

5 Translation Move (translate, displace) a point to a new location Displacement determined by a vector d Three degrees of freedom P’=P+d P P’ d

6 Translation P’ = P + Twhere Matrix representation:

7 Rotation (2D) Consider rotation about the origin by  degrees ◦ radius stays the same, angle increases by  x’=x cos  –y sin  y’ = x sin  + y cos  x = r cos  y = r sin  x = r cos (  y = r sin ( 

8 Rotation About the Origin Matrix representation: P’ = R·P where

9 UniformNon-Uniform (x,y) (x’,y’) (x,y) (x’,y’) Scaling About the Origin The parameters s x, s y are called scale factors.

10 Scaling About the Origin Matrix representation: P’ = S·P or

11 Cartesian Homogeneous Examples: (5, 8) (15, 24, 3) (x, y) (x, y, 1) Homogeneous Coordinates If we use homogeneous coordinates, the geometric transformations given above can be represented using only a matrix pre-multiplication. A composite transformation can then be represented by a product of the corresponding matrices.

12 Translation P’=TP Rotation [O] P’=RP Scaling [O] P’=SP Basic Transformations Homogeneous Coordinates

13 In composite transformations, the order of transformations is very important. Order of Transformations Rotation followed by Translation: Translation followed by Rotation:

14 OpenGL postmultiplies the current matrix with the new transformation matrix Order of Transformations (OpenGL) glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(tx, ty, 0); glRotatef(theta, 0, 0, 1.0); glVertex2f(x,y); Rotation followed by Translation !! Current Matrix [ I ] [ T ] [ T ] [ R ] [ T ] [ R ] P

15 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Reflection corresponds to negative scale factors original s x = -1 s y = 1 s x = -1 s y = -1s x = 1 s y = -1

16 Reflections Matrix representation : Reflection about x-axis: M x = Reflection about y-axis: M y = Reflection about origin: M O =

17 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Rotation About a Fixed Point other than the Origin Move fixed point to origin Rotate Move fixed point back M = T(p f ) R(  ) T(-p f )

18 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Shear Helpful to add one more basic transformation Equivalent to pulling faces in opposite directions

19 Matrix representation: Shear Shear along x-axis: H x (h) = Shear along x-axis: H y (h) =


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