Objectives Learn to build arbitrary transformation matrices from simple transformations Learn to build arbitrary transformation matrices from simple transformations.

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Presentation transcript:

Objectives Learn to build arbitrary transformation matrices from simple transformations Learn to build arbitrary transformation matrices from simple transformations Learn how to carry out transformations in OpenGL Learn how to carry out transformations in OpenGL Rotation, Translation, Scaling Rotation, Translation, Scaling Introduce OpenGL matrix modes Introduce OpenGL matrix modes Model-view Model-view Projection Projection CSC461: Lecture 16 OpenGL Transformations

Summarization of Transformations Translation using a matrix T Translation using a matrix T Rotation around Z axis using a matrix R Rotation around Z axis using a matrix R Scaling using a matrix S Scaling using a matrix S R = R z (  ) = T = T(d x, d y, d z ) = S = S(s x, s y, s z ) =

OpenGL Matrices In OpenGL matrices are part of the state In OpenGL matrices are part of the state Three types Three types Model-View ( GL_MODEL_VIEW ) Model-View ( GL_MODEL_VIEW ) Projection ( GL_PROJECTION ) Projection ( GL_PROJECTION ) Texture ( GL_TEXTURE ) (ignore for now) Texture ( GL_TEXTURE ) (ignore for now) Single set of functions for manipulation Single set of functions for manipulation Select which to manipulate by Select which to manipulate by glMatrixMode(GL_MODEL_VIEW); glMatrixMode(GL_MODEL_VIEW); glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);

Current Transformation Matrix (CTM) Conceptually there is a 4 x 4 homogeneous coordinate matrix, the current transformation matrix (CTM) that is part of the state and is applied to all vertices that pass down the pipeline Conceptually there is a 4 x 4 homogeneous coordinate matrix, the current transformation matrix (CTM) that is part of the state and is applied to all vertices that pass down the pipeline The CTM is defined in the user program and loaded into a transformation unit The CTM is defined in the user program and loaded into a transformation unit vertices p p’=Cp CTM

CTM operations The CTM can be altered either by loading a new CTM or by postmutiplication The CTM can be altered either by loading a new CTM or by postmutiplication Load an identity matrix: C  I Load an arbitrary matrix: C  M Load a translation matrix: C  T Load a rotation matrix: C  R Load a scaling matrix: C  S Postmultiply by an arbitrary matrix: C  CM Postmultiply by a translation matrix: C  CT Postmultiply by a rotation matrix: C  C R Postmultiply by a scaling matrix: C  C S

Rotation about a Fixed Point Start with identity matrix: C  I Move fixed point to origin: C  CT -1 Rotate: C  CR Move fixed point back: C  CT Result: C = T -1 RT Each operation corresponds to one function call in the program. Note that the last operation specified is first executed in the program

CTM in OpenGL OpenGL has a model-view and a projection matrix in the pipeline which are concatenated together to form the CTM OpenGL has a model-view and a projection matrix in the pipeline which are concatenated together to form the CTM Can manipulate each by first setting the matrix mode Can manipulate each by first setting the matrix mode

Rotation, Translation, Scaling Load an identity matrix: glLoadIdentity() Multiply on right: Rotation Rotation glRotatef(theta, v x, v y, v z ) theta in degrees, (v x, v y, v z ) define axis of rotation Translation glTranslatef(d x, d y, d z ) Scaling glScalef( s x, s y, s z ) Each has a float (f) and double (d) format (glRotated, glTranslated, glScaled)

Example Rotation about z axis by 30 degrees with a fixed point of (1.0, 2.0, 3.0) Rotation about z axis by 30 degrees with a fixed point of (1.0, 2.0, 3.0) glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(1.0, 2.0, 3.0); glRotatef(30.0, 0.0, 0.0,.10); glTranslatef(-1.0, -2.0, -3.0); Remember that last matrix specified in the program is the first applied Remember that last matrix specified in the program is the first applied

Arbitrary Matrices Can load and multiply by matrices defined in the application program Can load and multiply by matrices defined in the application program glLoadMatrixf(m) glMultMatrixf(m) The matrix m is a one dimension array of 16 elements which are the components of the desired 4 x 4 matrix stored by columns The matrix m is a one dimension array of 16 elements which are the components of the desired 4 x 4 matrix stored by columns In glMultMatrixf, m multiplies the existing matrix on the right In glMultMatrixf, m multiplies the existing matrix on the right

Matrix Stacks In many situations we want to save transformation matrices for use later In many situations we want to save transformation matrices for use later Traversing hierarchical data structures (Chapter 9) Traversing hierarchical data structures (Chapter 9) Avoiding state changes when executing display lists Avoiding state changes when executing display lists OpenGL maintains stacks for each type of matrix OpenGL maintains stacks for each type of matrix Access present type (as set by glMatrixMode) by Access present type (as set by glMatrixMode) by glPushMatrix() glPopMatrix()

Reading Back Matrices Can also access matrices (and other parts of the state) by enquiry (query) functions Can also access matrices (and other parts of the state) by enquiry (query) functions glGetIntegerv glGetFloatv glGetBooleanv glGetDoublev glIsEnabled For matrices, we use as For matrices, we use as double m[16]; glGetFloatv(GL_MODELVIEW, m );

Using Transformations Example: use idle function to rotate a cube and mouse function to change direction of rotation Example: use idle function to rotate a cube and mouse function to change direction of rotation Consider a program that draws a cube in a standard way colorcube.c Consider a program that draws a cube in a standard way ( colorcube.c ) Centered at origin Centered at origin Sides aligned with axes Sides aligned with axes Modeling (discuss in next lecture) Modeling (discuss in next lecture)

main.c void main(int argc, char **argv) { glutInit(&argc, argv); glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB |GLUT_DEPTH); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB |GLUT_DEPTH); glutInitWindowSize(500, 500); glutInitWindowSize(500, 500); glutCreateWindow("colorcube"); glutCreateWindow("colorcube"); glutReshapeFunc(myReshape); glutReshapeFunc(myReshape); glutDisplayFunc(display); glutDisplayFunc(display); glutIdleFunc(spinCube); glutIdleFunc(spinCube); glutMouseFunc(mouse); glutMouseFunc(mouse); glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST); glutMainLoop(); glutMainLoop();}

Idle and Mouse callbacks void spinCube() { theta[axis] += 2.0; if( theta[axis] > ) theta[axis] -= 360.0; glutPostRedisplay(); } void mouse(int btn, int state, int x, int y) { if(btn==GLUT_LEFT_BUTTON && state == GLUT_DOWN) axis = 0; if(btn==GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) axis = 1; if(btn==GLUT_RIGHT_BUTTON && state == GLUT_DOWN) axis = 2; }

Display callback void display() { glClear(GL_COLOR_BUFFER_BIT| glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glLoadIdentity(); glRotatef(theta[0], 1.0, 0.0, 0.0); glRotatef(theta[0], 1.0, 0.0, 0.0); glRotatef(theta[1], 0.0, 1.0, 0.0); glRotatef(theta[1], 0.0, 1.0, 0.0); glRotatef(theta[2], 0.0, 0.0, 1.0); glRotatef(theta[2], 0.0, 0.0, 1.0); colorcube(); colorcube(); glutSwapBuffers(); glutSwapBuffers();} Note that because of fixed form of callbacks, variables such as theta and axis must be defined as globals Camera information is in standard reshape callback

Using the Model-View Matrix In OpenGL the model-view matrix is used to In OpenGL the model-view matrix is used to Position the camera Position the camera Can be done by rotations and translations but is often easier to use gluLookAt Can be done by rotations and translations but is often easier to use gluLookAt Build models of objects Build models of objects The projection matrix is used to define the view volume and to select a camera lens The projection matrix is used to define the view volume and to select a camera lens Although both are manipulated by the same functions, we have to be careful because incremental changes are always made by post-multiplication Although both are manipulated by the same functions, we have to be careful because incremental changes are always made by post-multiplication For example, rotating model-view and projection matrices by the same matrix are not equivalent operations. Post-multiplication of the model-view matrix is equivalent to pre-multiplication of the projection matrix For example, rotating model-view and projection matrices by the same matrix are not equivalent operations. Post-multiplication of the model-view matrix is equivalent to pre-multiplication of the projection matrix

Smooth and Incremental Rotation From a practical standpoint, we often want to use transformations to move and reorient an object smoothly From a practical standpoint, we often want to use transformations to move and reorient an object smoothly Problem: find a sequence of model-view matrices M 0,M 1,…..,M n so that when they are applied successively to one or more objects we see a smooth transition Problem: find a sequence of model-view matrices M 0,M 1,…..,M n so that when they are applied successively to one or more objects we see a smooth transition For orientating an object, we can use the fact that every rotation corresponds to part of a great circle on a sphere -- Find the axis of rotation and angle For orientating an object, we can use the fact that every rotation corresponds to part of a great circle on a sphere -- Find the axis of rotation and angle Incremental Rotation -- Consider the two approaches Incremental Rotation -- Consider the two approaches For a sequence of rotation matrices R 0,R 1,…..,R n, find the Euler angles for each and use R i = R iz R iy R ix For a sequence of rotation matrices R 0,R 1,…..,R n, find the Euler angles for each and use R i = R iz R iy R ix Not very efficient Not very efficient Use the final positions to determine the axis and angle of rotation, then increment only the angle Use the final positions to determine the axis and angle of rotation, then increment only the angle

Quaternion Quaternion can be more efficient than either of above two approaches Quaternion can be more efficient than either of above two approaches Extension of imaginary numbers from two to three dimensions Extension of imaginary numbers from two to three dimensions Requires one real and three imaginary components i, j, k Requires one real and three imaginary components i, j, k Quaternions can express rotations on sphere smoothly and efficiently. Process: Quaternions can express rotations on sphere smoothly and efficiently. Process: Model-view matrix  quaternion Model-view matrix  quaternion Carry out operations with quaternion Carry out operations with quaternion Quaternion  Model-view matrix Quaternion  Model-view matrix

Interfaces One of the major problems in interactive computer graphics is how to use two-dimensional devices such as a mouse to interface with three dimensional objects One of the major problems in interactive computer graphics is how to use two-dimensional devices such as a mouse to interface with three dimensional objects Example: how to form an instance matrix? Example: how to form an instance matrix? Some alternatives Some alternatives Virtual trackball Virtual trackball 3D input devices such as the spaceball 3D input devices such as the spaceball Use areas of the screen Use areas of the screen Distance from center controls angle, position, scale depending on mouse button depressed Distance from center controls angle, position, scale depending on mouse button depressed