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Page 1: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

Transformations

Page 2: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

2Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Coordinate-Free Geometry

• When we learned simple geometry, most of us started with a Cartesian approach

Points were at locations in space p=(x,y,z) We derived results by algebraic manipulations

involving these coordinates• This approach was nonphysical

Physically, points exist regardless of the location of an arbitrary coordinate system

Most geometric results are independent of the coordinate system

Euclidean geometry: two triangles are identical if two corresponding sides and the angle between them are identical

Page 3: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

3Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Vectors

•Physical definition: a vector is a quantity with two attributes

Direction

Magnitude

•Examples include Force

Velocity

Directed line segments• Most important example for graphics• Can map to other types

v

Page 4: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

4Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Vector Operations

• Every vector has an inverse Same magnitude but points in opposite direction

• Every vector can be multiplied by a scalar

• There is a zero vector Zero magnitude, undefined orientation

• The sum of any two vectors is a vector Use head-to-tail axiom

v -v vv

u

w

Page 5: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

5Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Linear Vector Spaces

•Mathematical system for manipulating vectors•Operations

Scalar-vector multiplication u=v

Vector-vector addition: w=u+v

•Expressions such as v=u+2w-3r

Make sense in a vector space

Page 6: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

6Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Vectors Lack Position

• These vectors are identical Same length and magnitude

• Vectors spaces insufficient for geometry Need points

Page 7: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

7Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Points

•Location in space•Operations allowed between points and vectors

Point-point subtraction yields a vector

Equivalent to point+vector addition

P=v+Q

v=P-QS

Page 8: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

8Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Affine Spaces

•Point + a vector space•Operations

Vector-vector addition

Scalar-vector multiplication

Point-vector addition

Scalar-scalar operations

• For any point define 1 • P = P

0 • P = 0 (zero vector)

Page 9: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

9E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012.

Rays and Line Segments

• If >= 0, then P() is the ray leaving P0 in the direction d

If we use two points to define v, then

P( ) = Q + (R-Q)=Q+v

=R + (1-)Q

For 0<=<=1 we get all the

points on the line segment

joining R and Q

Page 10: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

10Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Planes

•A plane be determined by a point and two vectors or by three points

P(,)=R+u+v P(,)=R+(Q-R)+(P-Q)

Page 11: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

11E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012.

Triangles

convex sum of P and Q

convex sum of S() and R

for 0<=,<=1, we get all points in triangle

Page 12: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

Barycentric Coordinates

Triangle is convex so any point inside can be represented as an affine sum

P(1, 2, 3)=1P+2Q+3R

where

1 +2 +3 = 1

i>=0

The representation is called the barycentric coordinate representation of P

12E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012.

Page 13: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

13E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012.

Affine Sums

•Consider the “sum”

P=1P1+2P2+…..+nPn

Can show by induction that this sum makes sense iff

1+2+…..n=1in which case we have the affine sum of the points P1P2,…..Pn

• If, in addition, i>=0, we have the convex hull of P1P2,…..Pn

Page 14: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

14Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Normals

• Every plane has a vector n normal (perpendicular, orthogonal) to it

• From point-two vector form P(,)=R+u+v, we know we can use the cross product to find n = u v and the equivalent form

(P()-P) n=0

u

v

P

Page 15: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

15E. Angel and D. Shriener: Interactive Computer Graphics 6E © Addison-Wesley 2012

Linear Independence

•A set of vectors v1, v2, …, vn is linearly independent if

1v1+2v2+.. nvn=0 iff 1=2=…=0

• If a set of vectors is linearly independent, we cannot represent one in terms of the others

• If a set of vectors is linearly dependent, at least one can be written in terms of the others

Page 16: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

16E. Angel and D. Shriener: Interactive Computer Graphics 6E © Addison-Wesley 2012

Dimension

• In a vector space, the maximum number of linearly independent vectors is fixed and is called the dimension of the space

• In an n-dimensional space, any set of n linearly independent vectors form a basis for the space

• Given a basis v1, v2,…., vn, any vector v can be written as

v=1v1+ 2v2 +….+nvn

where the {i} are unique

Page 17: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

17Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Representation

•Until now we have been able to work with geometric entities without using any frame of reference, such as a coordinate system

•Need a frame of reference to relate points and objects to our physical world.

For example, where is a point? Can’t answer without a reference system

World coordinates

Camera coordinates

Page 18: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

18Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Coordinate Systems

• Consider a basis v1, v2,…., vn

• A vector is written v=1v1+ 2v2 +….+nvn

• The list of scalars {1, 2, …. n}is the representation of v with respect to the given basis

• We can write the representation as a row or column array of scalars

a=[1 2 …. n]T=

n

2

1

.

Page 19: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

19Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Example

•V=2v1+3v2-4v3•A=[2 3 –4]•Note that this representation is with respect to a particular basis

•For example, in OpenGL we start by representing vectors using the world basis but later the system needs a representation in terms of the camera or eye basis

Page 20: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

20Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Coordinate Systems

•Which is correct?

•Both are because vectors have no fixed location

v

v

Page 21: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

21Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Frames

•Coordinate System is insufficient to present points

• If we work in an affine space we can add a single point, the origin, to the basis vectors to form a frame

P0

v1

v2

v3

Page 22: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

22Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

•Frame determined by (P0, v1, v2, v3)

•Within this frame, every vector can be written as

v=1v1+ 2v2 +….+nvn

•Every point can be written as

P = P0 + 1v1+ 2v2 +….+nvn

Page 23: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

23Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Confusing Points and Vectors

Consider the point and the vector

P = P0 + 1v1+ 2v2 +….+nvn

v=1v1+ 2v2 +….+nvn

They appear to have the similar representations

p=[1 2 3] v=[1 2 3]

which confuse the point with the vector

A vector has no position v

pv

can place anywherefixed

Page 24: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

24Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

A Single Representation

If we define 0•P = 0 and 1•P =P then we can write

v=1v1+ 2v2 +3v3 = [1 2 3 0 ] [v1 v2 v3 P0]

T

P = P0 + 1v1+ 2v2 +3v3= [1 2 3 1 ] [v1 v2 v3 P0]

T

Thus we obtain the four-dimensional homogeneous coordinate representation

v = [1 2 3 0 ] T

p = [1 2 3 1 ] T

Page 25: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

25Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Homogeneous Coordinates

The general form of four dimensional homogeneous coordinates is

p=[x y z w] T

We return to a three dimensional point (for w0) by

xx/w

yy/w

zz/w

If w=0, the representation is that of a vector

Note that homogeneous coordinates replaces points in three dimensions by lines through the origin in four dimensions

Page 26: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

26Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Homogeneous Coordinates and Computer Graphics

•Homogeneous coordinates are key to all computer graphics systems

All standard transformations (rotation, translation, scaling) can be implemented by matrix multiplications with 4 x 4 matrices

Hardware pipeline works with 4 dimensional representations

For orthographic viewing, we can maintain w=0 for vectors and w=1 for points

For perspective we need a perspective division

Page 27: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

27Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Change of Coordinate Systems

•Consider two representations of a the same vector with respect to two different bases. The representations are

v=1v1+ 2v2 +3v3 = [1 2 3] [v1 v2 v3]

T

=1u1+ 2u2 +3u3 = [1 2 3] [u1 u2 u3]

T

a=[1 2 3 ]b=[1 2 3]

where

Page 28: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

28Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Representing second basis in terms of first

Each of the basis vectors, u1,u2, u3, are vectors that can be represented in terms of the first basis

u1 = 11v1+12v2+13v3

u2 = 21v1+22v2+23v3

u3 = 31v1+32v2+33v3

v

Page 29: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

29Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Matrix Form

The coefficients define a 3 x 3 matrix

and the basis can be related by

see text for numerical examples

a=MTb

33

M =

Page 30: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

30Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Change of Frames

• We can apply a similar process in homogeneous coordinates to the representations of both points and vectors

• Consider two frames

• Any point or vector can be represented in each

(P0, v1, v2, v3)(Q0, u1, u2, u3)

P0 v1

v2

v3

Q0

u1u2

u3

Page 31: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

31Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Representing One Frame in Terms of the Other

u1 = 11v1+12v2+13v3

u2 = 21v1+22v2+23v3

u3 = 31v1+32v2+33v3

Q0 = 41v1+42v2+43v3 +44P0

Extending what we did with change of bases

defining a 4 x 4 matrix

M =

Page 32: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

32Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Working with Representations

Within the two frames any point or vector has a representation of the same form

a=[1 2 3 4 ] in the first frameb=[1 2 3 4 ] in the second frame

where 4 4 for points and 4 4 for vectors and

The matrix M is 4 x 4 and specifies an affine transformation in homogeneous coordinates

a=MTb

Page 33: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

33Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Affine Transformations

•Every linear transformation is equivalent to a change in frames

•Every affine transformation preserves lines

•However, an affine transformation has only 12 degrees of freedom because 4 of the elements in the matrix are fixed and are a subset of all possible 4 x 4 linear transformations

Page 34: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

34Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

The World and Camera Frames

• When we work with representations, we work with n-tuples or arrays of scalars

• Changes in frame are then defined by 4 x 4 matrices

• InOpenGL, the base frame that we start with is the world frame

• Eventually we represent entities in the camera frame by changing the world representation using the model-view matrix

• Initially these frames are the same (M=I)

Page 35: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

35Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Moving the Camera

If objects are on both sides of z=0, we must move camera frame

1000

d100

0010

0001

M =

Page 36: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

36Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

General Transformations

•A transformation maps points to other points and/or vectors to other vectors

Q=T(P)

v=T(u)

Page 37: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

37Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Affine Transformations

•Line preserving•Characteristic of many physically important transformations

Rigid body transformations: rotation, translation

Scaling, shear

• Importance in graphics is that we need only transform endpoints of line segments and let implementation draw line segment between the transformed endpoints

Page 38: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

38

2D Transformation

•Translation

)','(' tom o v e ),( yxPyxP

y

x

dyy

dxx

'

'

),('

,'

'' ,

yx

y

x

ddTPP

d

dT

y

xP

y

xP

P(x, y)

P’(x’, y’)

x

y

dx

dy

Page 39: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

39

2D Transformation

•Scaling

axis thealong by and

axis thealong by Scale

ys

xs

y

x

ysy

xsx

y

x

'

'

PssSP

y

x

s

s

y

x

yx

y

x

),('

0

0

'

'

x

y

P0(x0, y0)

P1(x1, y1)

y112

y0

y1

y012

x112

x012

x1 x0

Page 40: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

40

2D Transformation

•Rotation

o r ig in a b o u t th e a n g lea n th r o u g h R o ta te

cossin'

sincos'

yxy

yxx

PRP

y

x

y

x

)('

cossin

sincos

'

'

P(x, y)

P’(x’, y’)

x

y

Page 41: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

41

2D Transformation

•Derivation of the rotation equation

cossinsincos

)sin('

sinsincoscos

)cos('

rr

ry

rr

rx

cossin'

sincos'

yxy

yxx

P(x, y)

P’(x’, y’)

x

y

r

sin

cos

ry

rx

rcos

rsin

rcos(+)

rsin(+)

Page 42: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

42Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

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

Page 43: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

43Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

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 expressesthat point = vector + point

Page 44: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

44Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Translation Matrix

We can also express translation using a 4 x 4 matrix T in homogeneous coordinatesp’=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

1000

d100

d010

d001

z

y

x

Page 45: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

45Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

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 (

Page 46: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

46Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

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()p

x’=x cos –y sin y’ = x sin + y cos z’ =z

Page 47: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

47Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Rotation Matrix

1000

0100

00 cossin

00sin cos

R = Rz() =

Page 48: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

48Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

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() =

R = Ry() =

1000

0 cos sin0

0 sin- cos0

0001

1000

0 cos0 sin-

0010

0 sin0 cos

Page 49: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

49Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Scaling

1000

000

000

000

z

y

x

s

s

s

S = S(sx, sy, sz) =

x’=sxxy’=syyz’=szz

p’=Sp

Expand or contract along each axis (fixed point of origin)

Page 50: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

50Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Reflection

corresponds to negative scale factors

originalsx = -1 sy = 1

sx = -1 sy = -1 sx = 1 sy = -1

Page 51: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

51Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

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() = R(-)• Holds for any rotation matrix• Note that since cos(-) = cos() and sin(-)=-sin()

R -1() = R T()

Scaling: S-1(sx, sy, sz) = S(1/sx, 1/sy, 1/sz)

Page 52: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

52Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

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

Page 53: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

53Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

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 present points. In terms of column matrices

pT’ = pTCTBTAT

Page 54: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

54Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

General Rotation About the Origin

x

z

yv

A rotation by about an arbitrary axiscan be decomposed into the concatenationof rotations about the x, y, and z axes

R() = Rz(z) Ry(y) Rx(x)

x y z are called the Euler angles

Note that rotations do not commuteWe can use rotations in another order butwith different angles

Page 55: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

55Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Rotation About a Fixed Point other than the Origin

Move fixed point to origin

Rotate

Move fixed point back

M = T(pf) R() T(-pf)

Page 56: Transformations. 2 Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple geometry, most of us

56Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002

Instancing

• In modeling, we often start with a simple object centered at the origin, oriented with the axis, and at a standard size

•We apply an instance transformation to its vertices to

Scale

Orient

Locate