Chapter 3: Geometric Objects and Transformations Part 2

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Presentation transcript:

Chapter 3: Geometric Objects and Transformations Part 2 Mohan Sridharan Based on Slides by Edward Angel and Dave Shreiner E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Objectives Introduce standard transformations: Rotation. Translation. Scaling. Shear. Derive homogeneous coordinate transformation matrices. Learn to build arbitrary transformation matrices from simple transformations. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

General Transformations A transformation maps points to other points and/or vectors to other vectors: v=T(u) Q=T(P) E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Affine Transformations Line preserving. Characteristic of many physically important transformations! Rigid body transformations: rotation, translation. Scaling, shear. Important in graphics since we need only transform endpoints of line segments and let implementation draw line segment between the transformed endpoints! E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Pipeline Implementation (from application program) frame buffer u T(u) transformation rasterizer v T(v) T(v) T(v) v T(u) u T(u) vertices vertices pixels E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Notation We will be working with both coordinate-free representations of transformations and representations within a frame: P,Q, R: points in an affine space. u, v, w: vectors in an affine space. a, b, g: scalars. p, q, r: representations of points array of 4 scalars in homogeneous coordinates. u, v, w: representations of points E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Translation Move (translate, displace) a point to a new location. Displacement determined by a vector d: Three degrees of freedom. P’=P+d P’ d P E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

How many ways? Although we can move a point to a new location in infinite ways, there is usually one way to move many points. object translation: every point displaced by same vector E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Translation Using Representations Using the homogeneous coordinate representation in some frame: p=[ x y z 1]T p’=[x’ y’ z’ 1]T d=[dx dy dz 0]T Hence p’ = p + d or: x’=x+dx y’=y+dy z’=z+dz note that this expression is in four dimensions and expresses point = vector + point E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Translation Matrix We can also express translation using a 4 x 4 matrix T in homogeneous coordinates p’=Tp where: T = T(dx, dy, dz) = This form is better for implementation because all affine transformations can be expressed this way and multiple transformations can be concatenated together  E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Rotation (2D) Consider rotation about the origin by q degrees: radius stays the same, angle increases by q. x = r cos (f + q) y = r sin (f + q) x’=x cos q –y sin q y’ = x sin q + y cos q x = r cos f y = r sin f E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Rotation about the z axis Rotation about z axis in three dimensions leaves all points with the same z. Equivalent to rotation in two dimensions in planes of constant z or in homogeneous coordinates p’=Rz(q)p x’=x cos q –y sin q y’ = x sin q + y cos q z’ =z E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Rotation Matrix R = Rz(q) = E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Rotation about x and y axes Same argument as for rotation about z axis: For rotation about x axis, x is unchanged. For rotation about y axis, y is unchanged. R = Rx(q) = R = Ry(q) = E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Scaling Expand or contract along each axis (fixed point of origin) x’=sxx y’=syx z’=szx p’=Sp S = S(sx, sy, sz) = E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Reflection Reflection corresponds to negative scale factors: sx = -1 sy = 1 Original sx = -1 sy = -1 sx = 1 sy = -1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Shear Helpful to add one more basic transformation. Equivalent to pulling faces in opposite directions  E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Shear Matrix Consider simple shear along x axis: H(q) = x’ = x + y cot q y’ = y z’ = z H(q) = E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Inverses Although we could compute inverse matrices by general formulas, we can use simple geometric observations: Translation: T-1(dx, dy, dz) = T(-dx, -dy, -dz) Rotation: R -1(q) = R(-q) Holds for any rotation matrix Note that since cos(-q) = cos(q) and sin(-q)=-sin(q) R -1(q) = R T(q) Orthogonal matrix. Scaling: S-1(sx, sy, sz) = S(1/sx, 1/sy, 1/sz) E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Concatenation We can form arbitrary affine transformation matrices by multiplying together rotation, translation, and scaling matrices. Because the same transformation is applied to many vertices, the cost of forming a matrix M=ABCD is not significant compared to the cost of computing Mp for many vertices p. The difficult part is how to form a desired transformation from the specifications in the application. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Order of Transformations Note that matrix on the right is the first applied. Mathematically, the following are equivalent: p’ = ABCp = A(B(Cp)) Note many references use column matrices to represent points. In terms of column matrices: p’T = pTCTBTAT E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

General Rotation About the Origin A rotation by q about an arbitrary axis can be decomposed into the concatenation of rotations about the x, y, and z axes R(q) = Rz(qz) Ry(qy) Rx(qx) y v q qx qy qz are called the Euler angles x Rotations do not commute. We can use rotations in another order but with different angles. z E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Rotation About a Fixed Point other than the Origin Move fixed point to origin. Rotate. Move fixed point back. M = T(pf) R(q) T(-pf) E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Instancing In modeling, we often start with a simple object prototypes centered at the origin, oriented with the axis, and at a standard size. Obtain desired instances of the object using an affine transformation. Apply an instance transformation to vertices to: Scale , Orient, Locate! Load object prototype in server. Send appropriate instance transform. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Objectives Learn how to carry out transformations in OpenGL: Rotation. Translation . Scaling. Introduce <mat.h> and <vec.h> transformations: Model-view. Projection. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Pre 3.1OpenGL Matrices In OpenGL matrices were part of the state. Multiple types: Model-View (GL_MODELVIEW). Projection (GL_PROJECTION). Texture (GL_TEXTURE). Color(GL_COLOR). Single set of functions for manipulation! Select which to manipulated by: glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_PROJECTION); E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

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. The CTM is defined in the user program and loaded in transformation unit. C p’=Cp p vertices CTM vertices E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

CTM Operations The CTM can be altered by loading a new CTM or by post-multiplication: 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 Post-multiply by an arbitrary matrix: C  CM Post-multiply by a translation matrix: C  CT Post-multiply by a rotation matrix: C  C R Post-multiply by a scaling matrix: C  C S E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Rotation about a Fixed Point Start with identity matrix: C  I Move fixed point to origin: C  CT i.e., CT(-pf) Rotate: C  CR i.e., CR(q) Move fixed point back: C  CT -1 i.e., CT(pf) Result: C = TR T –1 i.e., T(-pf) R(q) T(pf) which is backwards! We want: M = T(pf) R(q) T(-pf) This result is a consequence of doing postmultiplications. Let us try again! E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Reversing the Order We want C = T –1 R T i.e., T(pf) R(q) T(-pf) so we must do the operations in the following (reverse) order: C  I C  CT -1 C  CR C  CT Each operation corresponds to one function call in the program. The last operation specified is the first executed in the program  See Section 3.11.3 and Section 3.11.4. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

CTM in OpenGL OpenGL had a model-view and a projection matrix in the pipeline which were concatenated to form the CTM. We will emulate this process: E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Rotation, Translation, Scaling Create an identity matrix: mat4 m = Identity(); Multiply on right by rotation matrix of theta in degrees where (vx, vy, vz) define axis of rotation: mat4 r = Rotate(theta, vx, vy, vz) m = m*r; Do same with translation and scaling: mat4 s = Scale( sx, sy, sz) mat4 t = Translate(dx, dy, dz); m = m*s*t; E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Example Rotation about z axis by 30 degrees with a fixed point of (1.0, 2.0, 3.0): Remember that last matrix specified is the first applied! You can write your own versions of <Translate> and <Rotate>. Functions defined in <angel.h> – you at your own risk  mat 4 m = Identity(); m = Translate(1.0, 2.0, 3.0)* Rotate(30.0, 0.0, 0.0, 1.0)* Translate(-1.0, -2.0, -3.0); E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Arbitrary Matrices Can load and multiply by matrices defined in the application program. Matrices are stored as one dimensional array of 16 elements which are the components of the desired 4 x 4 matrix stored by columns OpenGL functions that have matrices as parameters allow the application to send the matrix or its transpose. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Matrix Stacks In many situations we want to save transformation matrices for later use: Traversing hierarchical data structures (Chapter 8). Avoiding state changes when executing display lists. Pre 3.1 OpenGL maintained stacks for each type of matrix. Easy to create the same functionality with a simple stack class. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Reading Back State Can also access OpenGL variables (and other parts of the state) by query functions Why do we need these query functions? glGetIntegerv glGetFloatv glGetBooleanv glGetDoublev glIsEnabled E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Using Transformations Example: use idle function to rotate a cube and mouse function to change direction of rotation. Start with a program that draws a cube in a standard way Centered at origin. Sides aligned with axes. Will discuss modeling shortly. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

main.c void main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(500, 500); glutCreateWindow("colorcube"); glutReshapeFunc(myReshape); glutDisplayFunc(display); glutIdleFunc(spinCube); glutMouseFunc(mouse); glEnable(GL_DEPTH_TEST); glutMainLoop(); } E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Idle and Mouse callbacks void spinCube() { theta[axis] += 2.0; if( theta[axis] > 360.0 ) 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; E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Display callback We can form matrix in application and send to shader and let shader do the rotation or we can send the angle and axis to the shader and let the shader form the transformation matrix and then do the rotation. More efficient than transforming data in application and resending data! void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUniform(…); //or glUniformMatrix glDrawArrays(…); glutSwapBuffers(); } E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Using the Model-view Matrix In OpenGL the model-view matrix is used to: Position the camera: can be done by rotations and translations but often easier to use a <LookAt> function. Build models of objects. The projection matrix is used to define the view volume and to select a camera lens. Although these matrices are no longer part of the OpenGL state, it is a good strategy to create them in our applications. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Smooth Rotation From a practical standpoint, we are often want to use transformations to move and reorient an object smoothly: Problem: find a sequence of model-view matrices M0,M1,…..,Mn 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. Virtual trackball (see Section 3.13.2). E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Incremental Rotation Consider the two approaches: For a sequence of rotation matrices R0,R1,…..,Rn , find the Euler angles for each and use Ri= Riz Riy Rix Not very efficient  Use the final positions to determine the axis and angle of rotation, then increment only the angle. Quaternions can be more efficient than either  E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Quaternions q=q0+q1i+q2j+q3k Extension of imaginary numbers from 2D to 3D. Requires one real and three imaginary components: i, j, k Quaternions can express rotations on sphere smoothly and efficiently. Process: Model-view matrix  quaternion Carry out operations with quaternions Quaternion  Model-view matrix See Section 3.14. q=q0+q1i+q2j+q3k E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

Interfaces One of the major problems in interactive computer graphics is how to use 2D devices such as a mouse to interface with 3D objects. Example: how to form an instance matrix? Some alternatives: Virtual trackball. 3D input devices such as the space-ball. Use areas of the screen: distance from center controls angle, position, scale depending on mouse button depressed. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012

What Next? An overview of model generation. Move on to viewing and projections. Be prepared for programming project-2. E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012