1 CSCE 441 Computer Graphics: 2D Transformations Jinxiang Chai.

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Presentation transcript:

1 CSCE 441 Computer Graphics: 2D Transformations Jinxiang Chai

2 2D Transformations x y x y x y

3 x y x y x y Applications: - Animation - Image/object manipulation - Viewing transformation - etc.

4 2D Transformation Required readings: HB 5-1 to 5-5, 5-8 Given a 2D object, transformation is to change the object’s – Position (translation) – Size (scaling) – Orientation (rotation) – Shapes (shear) Apply a sequence of matrix multiplications to the object vertices

5 Point 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 X’ a b c x Y’ = d e f * y

6 Translation 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 (x,y) (x’,y’) OR P’ = P + T where P’ = x’ p = x T = tx y’ y ty tx ty

7 3x3 2D Translation Matrix x’ = x + tx y’ y ty Use 3 x 1 vector x’ 1 0 tx x y’ = 0 1 ty * y  Note that now it becomes a matrix-vector multiplication

8 Translation How to translate an object with multiple vertices? Translate individual vertices

9 2D Rotation Default rotation center: Origin (0,0)   Rotate counter clockwise  Rotate clockwise 

10 (x,y) (x’,y’)  (x,y) -> Rotate about the origin by  (x’, y’) How to compute (x’, y’) ?  r 2D Rotation

11 (x,y) (x’,y’)  (x,y) -> Rotate about the origin by  (x’, y’) How to compute (x’, y’) ?  x = r cos (  ) y = r sin (  ) r x’ = r cos (  ) y’ = r sin (  ) 2D Rotation

12 2D Rotation (x,y) (x’,y’)   r x = r cos (  ) y = r sin (  ) x’ = r cos (  ) y = r sin (  ) x’ = r cos (  ) = r cos(  ) cos(  ) – r sin(  ) sin(  ) = x cos(  ) – y sin(  ) y’ = r sin (  ) = r sin(  ) cos(  ) + r cos(  )sin(  ) = y cos(  ) + x sin(  )

13 2D Rotation (x,y) (x’,y’)   r x’ = x cos(  ) – y sin(  ) y’ = y cos(  ) + x sin(  ) Matrix form? x’ cos(  ) -sin(  ) x y’ sin(  ) cos(  ) y = 3 x 3?

14 3x3 2D Rotation Matrix x’ cos(  ) -sin(  ) x y’ sin(  ) cos(  ) y = (x,y) (x’,y’)   r x’ cos(  ) -sin(  ) 0 x y’ sin(  ) cos(  ) 0 y =

15 How to rotate an object with multiple vertices? Rotate individual Vertices  2D Rotation

16 2D Scaling Scale: Alter the size of an object by a scaling factor (Sx, Sy), i.e. x’ = x. Sx y’ = y. Sy x’ Sx 0 x y’ 0 Sy y = (1,1) (2,2) Sx = 2, Sy = 2 (2,2) (4,4)

17 2D Scaling (1,1) (2,2) Sx = 2, Sy = 2 (2,2) (4,4)  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

18 3x3 2D Scaling Matrix x’ Sx 0 x y’ 0 Sy y = x’ Sx 0 0 x y’ = 0 Sy 0 * y

19 Put it all together Translation: Rotation: Scaling:

20 Or, 3x3 Matrix Representations Translation: Rotation: Scaling: x’ 1 0 tx x y’ = 0 1 ty * y x’ cos(  ) -sin(  ) 0 x y’ sin(  ) cos(  ) 0 * y = x’ Sx 0 0 x y’ = 0 Sy 0 * y Why use 3x3 matrices?

21 Why 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) -> this is called Homogeneous coordinates! How to represent a vector (v x,v y )?

22 Why 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) -> this is called Homogeneous coordinates! How to represent a vector (v x,v y )? (v x,v y,0)

23 Shearing Y coordinates are unaffected, but x coordinates are translated linearly with y That is: – y’ = y – x’ = x + y * h x 1 h 0 x y = * y

24 x x y = g 1 0 * y A 2D rotation is three shears Shearing will not change the area of the object Any 2D shearing can be done by a rotation, followed by a scaling, and followed by a rotation Interesting Facts: Shearing in Y

25 Reflection

26 Reflection

27 Reflection

28 Reflection about X-axis

29 Reflection about X-axis x x y = * y

30 Reflection about Y-axis

31 Reflection about Y-axis x x y = * y

32 What’s the Transformation Matrix?

33 What’s the Transformation Matrix? x x y = * y

34 The standard rotation matrix is used to rotate about the origin (0,0) cos(  ) -sin(  ) 0 sin(  ) cos(  ) What if I want to rotate about an arbitrary center? Rotation Revisit

35 Arbitrary Rotation Center To rotate about an arbitrary point P (px,py) by  : (px,py)

36 Arbitrary Rotation Center To rotate about an arbitrary point P (px,py) by  : – Translate the object so that P will coincide with the origin: T(-px, -py) (px,py)

37 Arbitrary Rotation Center To rotate about an arbitrary point P (px,py) by  : – Translate the object so that P will coincide with the origin: T(-px, -py) – Rotate the object: R(  ) (px,py)

38 Arbitrary Rotation Center To rotate about an arbitrary point P (px,py) by  : – Translate the object so that P will coincide with the origin: T(-px, -py) – Rotate the object: R(  ) – Translate the object back: T(px,py) (px,py)

39 Translate the object so that P will coincide with the origin: T(-px, -py) Rotate the object: R(  ) Translate the object back: T(px,py) Put in matrix form: T(px,py) R(  ) T(-px, -py) * P x’ 1 0 px cos(  ) -sin(  ) px x y’ = 0 1 py sin(  ) cos(  ) py y Arbitrary Rotation Center

40 The standard scaling matrix will only anchor at (0,0) Sx Sy What if I want to scale about an arbitrary pivot point? Scaling Revisit

41 To scale about an arbitrary fixed point P (px,py): (px,py) Arbitrary Scaling Pivot

42 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) Arbitrary Scaling Pivot

43 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) Arbitrary Scaling Pivot

44 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) Arbitrary Scaling Pivot

45 Affine Transformation Translation, Scaling, Rotation, Shearing are all affine transformation

46 Affine 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.

47 Affine 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

48 Composing 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 )))

49 Composing 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 M (pre-multiply)

50 Composing 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)

51 Transformation Order Matters! Example: rotation and translation are not commutative Translate (5,0) and then Rotate 60 degree OR Rotate 60 degree and then translate (5,0)?? Rotate and then translate !!

52 Finding Affine Transformations How many points determines affine transformation

53 Finding Affine Transformations How many points determines affine transformation

54 Finding Affine Transformations Image of 3 points determines affine transformation P q r p’ q’ r’

55 Finding Affine Transformations Image of 3 points determines affine transformation p’ P

56 Finding Affine Transformations Image of 3 points determines affine transformation p’ P

57 Finding Affine Transformations Image of 3 points determines affine transformation q r p’ q’ r’ P What’s the corresponding point in the right image? p new

58 Finding Affine Transformations Image of 3 points determines affine transformation q r p’ q’ r’ P What’s the corresponding point in the right image? p new

59 Next Lecture 2D coordinate transformations 3D transformations Lots of vector and matrix operations!