2D Geometric Transformations. COMP 770 Fall 2011
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1 2D Geometric Transformations COMP 770 Fall
2 A little quick math background Notation for sets, functions, mappings Linear transformations Matrices Matrix-vector multiplication Matrix-matrix multiplication Geometry of curves in 2D Implicit representation Explicit representation 2
3 Implicit representations Equation to tell whether we are on the curve Example: line (orthogonal to u, distance k from 0) Example: circle (center p, radius r) Always define boundary of region (if f is continuous) 3
4 Explicit representations Also called parametric Equation to map domain into plane Example: line (containing p, parallel to u) Example: circle (center b, radius r) Like tracing out the path of a particle over time Variable t is the parameter 4
5 Transforming geometry Move a subset of the plane using a mapping from the plane to itself Parametric representation: Implicit representation: 5
6 Translation Simplest transformation: Inverse: Example of transforming circle 6
7 Linear transformations One way to define a transformation is by matrix multiplication: Such transformations are linear, which is to say: (and in fact all linear transformations can be written this way) 7
8 Geometry of 2D linear trans. 2x2 matrices have simple geometric interpretations uniform scale non-uniform scale rotation shear reflection Reading off the matrix 8
9 Linear transformation gallery Uniform scale 9
10 Linear transformation gallery Nonuniform scale 10
11 Linear transformation gallery Rotation 11
12 Linear transformation gallery Reflection can consider it a special case of nonuniform scale 12
13 Linear transformation gallery Shear 13
14 Composing transformations Want to move an object, then move it some more We need to represent S o T ( S compose T ) and would like to use the same representation as for S and T Translation easy Translation by u T then by u S is translation by u T + u S commutative! 14
15 Composing transformations Linear transformations also straightforward Transforming first by M T then by M S is the same as transforming by M S M T only sometimes commutative e.g. rotations & uniform scales e.g. non-uniform scales w/o rotation Note M S M T, or S o T, is T first, then S 15
16 Combining linear with translation Need to use both in single framework Can represent arbitrary seq. as e. g. Transforming by M T and u T, then by M S and u S, is the same as transforming by M S M T and u S +M S u T This will work but is a little awkward 16
17 Homogeneous coordinates A trick for representing the foregoing more elegantly Extra component w for vectors, extra row/column for matrices for affine, can always keep w = 1 Represent linear transformations with dummy extra row and column 17
18 Homogeneous coordinates Represent translation using the extra column 18
19 Homogeneous coordinates Composition just works, by 3x3 matrix multiplication This is exactly the same as carrying around M and u but cleaner and generalizes in useful ways as we ll see later 19
20 Affine transformations The set of transformations we have been looking at is known as the affine transformations straight lines preserved; parallel lines preserved ratios of lengths along lines preserved (midpoints preserved) 20
21 Affine transformation gallery Translation 21
22 Affine transformation gallery Uniform scale 22
23 Affine transformation gallery Nonuniform scale 23
24 Affine transformation gallery Rotation 24
25 Affine transformation gallery Reflection can consider it a special case of nonuniform scale 25
26 Affine transformation gallery Shear 26
27 General affine transformations The previous slides showed canonical examples of the types of affine transformations Generally, transformations contain elements of multiple types often define them as products of canonical transforms sometimes work with their properties more directly 27
28 Composite affine transformations In general not commutative: order matters! rotate, then translate translate, then rotate 28
29 Composite affine transformations Another example scale, then rotate rotate, then scale 29
30 Rigid motions A transform made up of only translation and rotation is a rigid motion or a rigid body transformation The linear part is an orthonormal matrix Inverse of orthonormal matrix is transpose so inverse of rigid motion is easy: 30
31 Composing to change axes Want to rotate about a particular point could work out formulas directly Know how to rotate about the origin so translate that point to the origin 31
32 Composing to change axes Want to scale along a particular axis and point Know how to scale along the y axis at the origin so translate to the origin and rotate to align axes 32
33 Transforming points and vectors Recall distinction points vs. vectors vectors are just offsets (differences between points) points have a location represented by vector offset from a fixed origin Points and vectors transform differently points respond to translation; vectors do not 33
34 Transforming points and vectors Homogeneous coords. let us exclude translation just put 0 rather than 1 in the last place and note that subtracting two points cancels the extra coordinate, resulting in a vector! Preview: projective transformations what s really going on with this last coordinate? think of R 2 embedded in R 3 : all affine xfs. preserve z=1 plane could have other transforms; project back to z=1 34
35 More math background Coordinate systems Expressing vectors with respect to bases Linear transformations as changes of basis 35
36 Affine change of coordinates Six degrees of freedom or 36
37 Affine change of coordinates Coordinate frame: point plus basis Interpretation: transformation changes representation of point from one basis to another Frame to canonical matrix has frame in columns takes points represented in frame represents them in canonical basis e.g. [0 0], [1 0], [0 1] Seems backward but bears thinking about 37
38 Affine change of coordinates A new way to read off the matrix e.g. shear from earlier can look at picture, see effect on basis vectors, write down matrix Also an easy way to construct transforms e. g. scale by 2 across direction (1,2) 38
39 Affine change of coordinates When we move an object to the origin to apply a transformation, we are really changing coordinates the transformation is easy to express in object s frame so define it there and transform it T e is the transformation expressed wrt. {e 1, e 2 } T F is the transformation expressed in natural frame F is the frame-to-canonical matrix [u v p] This is a similarity transformation 39
40 Coordinate frame summary Frame = point plus basis Frame matrix (frame-to-canonical) is Move points to and from frame by multiplying with F Move transformations using similarity transforms 40
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