Transformations. Prof. Dr. Markus Gross
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1 Transformations Prof. Dr. Markus Gross
2 Transformations Transformations map geometry
3 Transformations Transformations in the graphics pipeline: Change position & orientation of objects Project objects to screen Animate objects
4 Notation Points and vectors are represented as Matrices are represented as A point is transformed as Transpose:
5 Linear maps Definitions Represented by matrices Affine maps
6 Translation 2D Transformations Scaling
7 2D Transformations Rotation by angle In matrix form
8 Homogeneous Coordinates Affine maps are linear maps in homogeneous coordinates
9 Homogeneous Coordinates Translation is represented as a matrix
10 Homogeneous Coordinates Rotation Scaling
11 Homogeneous Coordinates Shear along x- and y- axis
12 Homogeneous Coordinates A point has infinitely many homogeneous coordinates, for any
13 Homogeneous Coordinates Point as a line in 3D homogenous coordinates affine plane
14 Combining Transformations Combine via matrix multiplication Example: rotation followed by translation
15 Combining Transformations Commutativity Matrix Translation Rotation Scaling Scaling Matrix Translation Rotation Scaling Rotation Only for 2D!
16 3D Transformations Homogeneous coordinates: 4x4 matrices Project onto the hyperplane
17 3D Transformations Translation Scaling
18 3D Transformations Rotation around the x-, y-, z- axis
19 3D Transformations Rotation of angle around an axis
20 3D Transformations Shearing parallel to the principal planes
21 Coordinate Systems Represent a point/vector as a linear combination of orthonormal basis vectors
22 Coordinate Systems Change of coordinate systems t
23 Coordinate Systems Change of coordinate systems t
24 Coordinate Systems Change of coordinate systems t Rotation Translation
25 Coordinate Systems Change of coordinate systems t
26 Transforming Normal Vectors Surface normal
27 Transforming Normal Vectors Surface normal tangent plane
28 Transforming Normal Vectors How to transform a normal when Each on the plane satisfies Then the normal is given by
29 Transforming Normal Vectors How to transform a normal when Current normal Transformed normal Verify by some algebra! (Hint: the plane is given by )
30 Projection From 3D to 2D space Camera image plane
31 Projection From 3D to 2D space
32 Perspective Projection
33 Parallel vs. Perspective Projection Parallel Projection Perspective Projection
34 Parallel vs. Perspective Projection
35 Perspective Projection Vanishing points
36 Perspective Projection Mathematics of perspective projection
37 Perspective Projection Mathematics of perspective projection
38 Perspective Projection Mathematics of perspective projection 3D Coordinate
39 Parallel Projection Mathematics of parallel projection
40 Parallel projection Clipping Planes
41 Clipping Planes Parallel projection Perspective projection
42 Summary of Transformations Projective Rigid Affine Linear Translation Rotation Scaling Shear Perspective Parallel
43 Transformations in OpenGL Stages of transformations Vertex (x, y, z, 1) T Eye Coordinates Clip Coordinates Normalized Device Coordinates Window (Screen) Coordinates ModelView Transform Projection Perspective Division Viewport Transform
44 Transformations in OpenGL Stages of transformations Vertex (x, y, z, 1) T Eye Coordinates Clip Coordinates Normalized Device Coordinates Window (Screen) Coordinates ModelView Transform Projection Perspective Division Viewport Transform
45 Transformations in OpenGL ModelView Transform Stage 1: Model to world coordinates r 3 r 2 t Model Coordinates World Coordinates r 1
46 Transformations in OpenGL ModelView Transform Stage 2: World to camera coordinates Default in OpenGL: Eye (Camera) Coordinates World Coordinates
47 Transformations in OpenGL Stages of transformations Vertex (x, y, z, 1) T Eye Coordinates Clip Coordinates Normalized Device Coordinates Window (Screen) Coordinates ModelView Transform Projection Perspective Division Viewport Transform
48 Transformations in OpenGL Projection Option 1: Parallel projection right glortho(left, right, bottom, top, near, far);
49 Transformations in OpenGL Projection Option 1: Parallel projection
50 Transformations in OpenGL Projection Option 2: Perspective projection right glfrustum(left, right, bottom, top, near, far);
51 Transformations in OpenGL Projection Option 2: Perspective projection
52 Transformations in OpenGL Projection Clip the points by comparing, and with
53 Transformations in OpenGL Stages of transformations Vertex (x, y, z, 1) T Eye Coordinates Clip Coordinates Normalized Device Coordinates Window (Screen) Coordinates ModelView Transform Projection Perspective Division Viewport Transform
54 Transformations in OpenGL Perspective division Normalized Device Coordinates Determines coordinates on the screen Used for depth tests
55 Transformations in OpenGL Stages of transformations Vertex (x, y, z, 1) T Eye Coordinates Clip Coordinates Normalized Device Coordinates Window (Screen) Coordinates ModelView Transform Projection Perspective Division Viewport Transform
56 Transformations in OpenGL Viewport Transform Normalized Device Coordinates Screen Coordinates glviewport(o x, o y, w, h); gldepthrange(n, f);
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