CS 4204 Computer Graphics
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1 CS 4204 Computer Graphics 2D and 3D Transformations Doug Bowman Adapted from notes by Yong Cao Virginia Tech 1
2 Transformations What are they? changing something to something else via rules mathematics: mapping between values in a range set and domain set (function/relation) geometric: translate, rotate, scale, shear, Why are they important to graphics? moving objects on screen / in space specifying the camera s s view of a 3D scene mapping from model space to world space to camera space to screen space specifying parent/child relationships 2
3 Translation Moving an object is called a translation. We translate a point by adding to the x and y coordinates, respectively, the amount the point should be shifted in the x and y directions. We translate an object by translating each vertex in the object. t y t x x new = x old + t x ; y new = y old + t y 3
4 Scaling Changing the size of an object is called a scale. We scale an object by scaling the x and y coordinates of each vertex in the object. h old h new w old w new s x =w new /w old x new = s x x old s y =h new /h old y new = s y y old 4
5 Rotation about the origin Consider rotation about the origin by Θ degrees radius stays the same, angle increases by Θ x' = r cos (φ + θ) y' = r sin (φ + θ) x = r cos φ y = r sin φ 5
6 Rotation about the origin (cont.) From the double angle formulas: sin (A + B) = sinacosb + cosasinb cos (A+B ) = cosacosb - sinasinb Thus, x' = x cos θ y sin θ y' = x sin θ + y cos θ 6
7 Transformations as matrices Scale: x new = s x x old y new = s y y old Rotation: x 2 = x 1 cosθ - y 1 sin θ y 2 = x 1 sin θ + y 1 cos θ Translation: x new = x old + t x y new = y old + t y 7
8 Homogeneous Coordinates In order to represent a translation as a matrix multiplication operation we use 3 x 3 matrices and pad our points to become 3 x 1 matrices. This coordinate system (using three values to represent a 2D point) is called homogeneous coordinates. 8
9 Composite Transformations Suppose we wished to perform multiple transformations on a point: Remember: Matrix multiplication is associative, not commutative! Transform matrices must be pre-multiplied The first transformation you want to perform will be at the far right, just before the point 9
10 Composite Transformations - Scaling Given our three basic transformations we can create other transformations. A problem with the scale transformation is that it also moves the object being scaled. Scale a line between (2, 1) (4,1) to twice its length. Before After
11 Composite Transforms - Scaling (cont.) If we scale a line between (0,0) & (2,0) to twice its length, the left-hand endpoint does not move. Before After (0,0) is known as a fixed point for the basic scaling transformation. We can use composite transformations to create a scale transformation with different fixed points. 11
12 Fixed Point Scaling Scale by 2 with fixed point = (2,1) Translate the point (2,1) to the origin Scale by 2 Translate origin to point (2,1) Before After
13 Example of 2D transformation Rotate around an arbitrary point A: y P A x 13
14 Rotate around an arbitrary point y P A -90 P x 14
15 Rotate around an arbitrary point We know how to rotate around the origin y P A x 15
16 Rotate around an arbitrary point but that is not what we want to do! P y A -90 P x P 16
17 So what do we do? y P A x 17
18 Transform it to a known case Translate(-A x,-a y ) y P A P A x 18
19 Second step: Rotation y P Translate(-A x,-a y ) Rotate(-90) A P A P x 19
20 Final: Put everything back Translate(-A x,-a y ) y A P Rotate(-90) Translate(A x,a y ) P P A P x 20
21 Rotation about arbitrary point IMPORTANT!: Order M = T(A x,a y ) R(-90) T(-A x,-a y ) y A P P P A P x 21
22 Rotation about arbitrary point Rotation Of θ Degrees About Point (x,y) Translate (x,y) to origin Rotate Translate origin to (x,y) (x,y) (x,y) 22
23 Shears Original Data y Shear x Shear 23
24 Reflections Reflection about the y-axis Reflection about the x-axis 24
25 More Reflections Reflection about the origin Reflection about the line y=x? 25
26 Affine Transformations in 3D General form 26
27 Elementary 3D Affine Transformations Translation 27
28 Scaling Around the Origin 28
29 Shear around the origin Along x-axis 29
30 3D Rotation Various representations Decomposition into axis rotations (x-roll( x-roll, y-roll, z-roll) CCW positive assumption 30
31 Reminder: 2D rotation (z-roll) 31
32 Three axes to rotate around Z Y X 32
33 Z-roll 33
34 X-roll Cyclic indexing 34
35 Y-roll 35
36 Rigid body transformations Translations and rotations Preserve lines, angles and distances 36
37 Inversion of transformations Translation: T -1 (a,b,c) = T(-a,-b -b,-c) Rotation: R -1 (b) = R axis -1 axis(b) = -b) axis {-b Scaling: S -1 (sx,sy,sz)) = S(1/sx,1/sy,1/sz) Shearing: Sh -1 (a) = Sh(-a) 37
38 Rotation around an arbitrary axis Euler s s theorem: Any rotation or sequence of rotations around a point is equivalent to a single rotation around an axis that passes through the point. What does the matrix look like? 38
39 Rotation around an arbitrary axis Axis: u Point: P Angle: β Method: 1. Two rotations to align u with x-axis 2. Do x-roll by β 3. Undo the alignment 39
40 Derivation 1. R z (-φ)r y (θ) 2. R x (β) 3. R y (-θ)r z (φ) Altogether: R y (-θ)r z (φ)) R x (β) R z (-φ)r y (θ) We can add translation too if the axis is not through the origin 40
41 Properties of affine transformations Preservation of affine combinations of points. Preservation of lines and planes. Preservation of parallelism of lines and planes. Relative ratios are preserved Affine transformations are composed of elementary ones. 41
42 General form Rotation, Scaling, Shear Translation 42
43 Transformations as a change in coordinate system All transformations we have looked at involve transforming points in a fixed coordinate system (CS). Can also think of them as a transformation of the CS itself 43
44 Transforming the CS - examples Translate(4,4) Rotate(180 ) 44
45 Why transform the CS? Objects often defined in a natural or convenient CS (2,2) To draw objects transformed by T, we could: Transform each vertex by T, then draw Or, draw vertices in a transformed CS 45
46 Drawing in transformed CS Tell system once how to draw the object, then draw in a transformed CS to transform the object House drawn in a CS that s been translated, rotated, and scaled 46
47 Mapping between systems Given: The vertices of an object in CS 2 A transformation matrix M that transforms CS 1 to CS 2 What are the coordinates of the object s vertices in CS 1? 47
48 Mapping example Translate(4,4) P Point P is at (0,0) in the transformed CS (CS 2 ). Where is it in CS 1? Answer: (4,4) *Note: (4,4) = T 4,4 P 48
49 Mapping rule In general, if CS 1 is transformed by a matrix M to form CS 2, a point P in CS 2 is represented by MP in CS 1 49
50 Another example P Translate(4,4), then Scale(0.5, 0.5) Where is P in CS 3? (2,2) Where is P in CS 2? S 0.5,0.5 (2,2) = (1,1) Where is P in CS 1? T 4,4 (1,1) = (5,5) *Note: to go directly from CS 3 to CS 1 we can calculate T 4,4 S 0.5,0.5 (2,2) = (5,5) 50
51 General mapping rule If CS 1 is transformed consecutively by M 1, M 2,, M n to form CS n+1, then a point P in CS n+1 is represented by CS n+1 M 1 M 2 M n P in CS 1. To form the composite transformation between CSs,, you postmultiply each successive transformation matrix. 51
52 OpenGL Transformations Learn how to carry out transformations in OpenGL Rotation Translation Scaling Introduce OpenGL matrix modes Model-view Projection 52
53 OpenGL Matrices In OpenGL matrices are part of the state Multiple types Model-View (GL_MODELVIEW( GL_MODELVIEW) Projection (GL_PROJECTION( GL_PROJECTION) Texture (GL_TEXTURE( GL_TEXTURE) ) (ignore for now) Color(GL_COLOR GL_COLOR) ) (ignore for now) Single set of functions for manipulation Select which to manipulated by glmatrixmode(gl_modelview); glmatrixmode(gl_projection); 53
54 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 into a transformation unit vertices p C CTM p'=cp vertices 54
55 CTM operations 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 55
56 Rotation about a Fixed Point Start with identity matrix: C I Move fixed point to origin: C CT Rotate: C CR Move fixed point back: C CT CT -1 Result: C = TR T 1 which is backwards. This result is a consequence of doing postmultiplications. Let s s try again. 56
57 Reversing the Order We want C = T 1 R T so we must do the operations in the following order C I C CT -1 C CR C CT Each operation corresponds to one function call in the program. Note that the last operation specified is the first executed in the program 57
58 CTM in OpenGL 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 correct matrix mode 58
59 Rotation, Translation, Scaling Load an identity matrix: glloadidentity() Multiply on right: glrotatef(theta, vx, vy, vz) theta in degrees, (vx, vy, vz) define axis of rotation gltranslatef(dx, dy, dz) glscalef( sx, sy, sz) Each has a float (f) and double (d) format (glscaled) 59
60 Example 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, 1.0); gltranslatef(-1.0, -2.0, -3.0); Remember that last matrix specified in the program is the first applied 60
61 Arbitrary Matrices 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 In glmultmatrixf, m multiplies the existing matrix on the right 61
62 Transformations in OpenGL OpenGL makes it easy to do transformations to the CS, not the object Sequence of operations: Set up a routine to draw the object in its base CS Call transformation routines to transform the CS Object drawn in transformed CS 62
63 OpenGL transformation example drawhouse(){ glbegin(gl_line_loop); glvertex2i(0,0); glvertex2i(0,2);... glend(); } drawtransformedhouse(){ } glmatrixmode(gl_modelview); gltranslatef(4.0, 4.0, 0.0); glscalef(0.5, 0.5, 1.0); drawhouse(); Draws basic house Draws transformed house 63
64 Matrix Stacks In many situations we want to save transformation matrices for use later Traversing hierarchical data structures Avoiding state changes when executing display lists OpenGL maintains stacks for each type of matrix Access present type (as set by glmatrixmode) by glpushmatrix() glpopmatrix() 64
65 OpenGL matrix stack example M 0 glloadmatrixf(m0); glpushmatrix(); glmultmatrixf(m1); glpushmatrix(); glmultmatrixf(m4); render chair2; glpopmatrix(); glpushmatrix(); glmultmatrixf(m3); render chair1; glpopmatrix(); render table; glpopmatrix(); glpushmatrix(); glmultmatrixf(m2); render rug; glpopmatrix() render room; M 1 room M 2 table rug M 3 M 4 chair1 chair2 M 0 *M 1 *M 4 M 0 *M 1 M 0 65
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