View-Dependent Polygonal Simplification
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Transcript View-Dependent Polygonal Simplification
Transformations
Aaron Bloomfield
CS 445: Introduction to Graphics
Fall 2006
(Slide set originally by David Luebke)
Graphics coordinate systems
X is red
Y is green
Z is blue
2
Graphics coordinate systems
If you are on the +z axis,
and +y is up, then +x is
to the right
Math fields have +x
going to the left
3
Outline
Scaling
Rotations
Composing Rotations
Homogeneous Coordinates
Translations
Projections
4
Scaling
Scaling a coordinate means multiplying each of its
components by a scalar
Uniform scaling means this scalar is the same for
all components:
2
5
Scaling
Non-uniform
component:
scaling:
different
scalars
per
X 2,
Y 0.5
How can we represent this in matrix form?
6
Scaling
Scaling operation:
Or, in matrix form:
x' ax
y ' by
z ' cz
x ' a 0 0 x
y' 0 b 0 y
z ' 0 0 c z
scaling matrix
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Outline
Scaling
Rotations
Composing Rotations
Homogeneous Coordinates
Translations
Projections
8
2-D Rotation
(x’, y’)
(x, y)
x’ = x cos() - y sin()
y’ = x sin() + y cos()
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2-D Rotation
This is easy to capture in matrix form:
x' cos sin x
y ' sin cos y
3-D is more complicated
Need to specify an axis of rotation
Simple cases: rotation about X, Y, Z axes
10
Rotation example: airplane
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3-D Rotation
What does the 3-D rotation matrix look like for a
rotation about the Z-axis?
Build it coordinate-by-coordinate
x' cos() sin( ) 0 x
y ' sin( ) cos() 0 y
z ' 0
0
1 z
2-D rotation from last slide: x' cos sin x
y ' sin cos y
12
3-D Rotation
What does the 3-D rotation matrix look like for a
rotation about the Y-axis?
Build it coordinate-by-coordinate
x' cos() 0 sin( ) x
y ' 0
1
0
y
z ' sin( ) 0 cos() z
13
3-D Rotation
What does the 3-D rotation matrix look like for a
rotation about the X-axis?
Build it coordinate-by-coordinate
0
0 x
x' 1
y ' 0 cos() sin( ) y
z ' 0 sin( ) cos() z
14
Rotations about the axes
15
3-D Rotation
General rotations in 3-D require rotating about an
arbitrary axis of rotation
Deriving the rotation matrix for such a rotation
directly is a good exercise in linear algebra
Another approach: express general rotation as
composition of canonical rotations
Rotations about X, Y, Z
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Outline
Scaling
Rotations
Composing Rotations
Homogeneous Coordinates
Translations
Projections
17
Composing Canonical Rotations
Goal: rotate about arbitrary vector A by
So, rotate about Y by until A lies in the YZ plane
Then rotate about X by until A coincides with +Z
Then rotate about Z by
Idea: we know how to rotate about X,Y,Z
Then reverse the rotation about X (by -)
Then reverse the rotation about Y (by -)
Show video…
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Composing Canonical Rotations
First: rotating about Y by until A lies in YZ
How exactly do we calculate ?
Draw it…
Project A onto XZ plane
Find angle to X:
= -(90° - ) = - 90 °
Second: rotating about X by until A lies on Z
How do we calculate ?
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3-D Rotation Matrices
So an arbitrary rotation about A composites
several canonical rotations together
We can express each rotation as a matrix
Compositing transforms == multiplying matrices
Thus we can express the final rotation as the
product of canonical rotation matrices
Thus we can express the final rotation with a
single matrix!
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Compositing Matrices
So we have the following matrices:
p: The point to be rotated about A by
Ry : Rotate about Y by
Rx : Rotate about X by
Rz : Rotate about Z by
Rx -1: Undo rotation about X by
Ry-1 : Undo rotation about Y by
In what order should we multiply them?
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Compositing Matrices
Remember: the transformations, in order, are
written from right to left
In other words, the first matrix to affect the vector goes
next to the vector, the second next to the first, etc.
This is the rule with column vectors (OpenGL); row
vectors would be the opposite
So in our case:
p’ = Ry-1 Rx -1 Rz Rx Ry p
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Rotation Matrices
Notice these two matrices:
Rx : Rotate about X by
Rx -1: Undo rotation about X by
How can we calculate Rx -1?
Obvious answer: calculate Rx (-)
Clever answer: exploit fact that rotation matrices are
orthonormal
What is an orthonormal matrix?
What property are we talking about?
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Rotation Matrices
Rotation matrix is orthogonal
Columns/rows linearly independent
Columns/rows sum to 1
The inverse of an orthogonal matrix is just its
transpose:
a b
d e
h i
1
c
a b
f d e
h i
j
T
c
a
f b
c
j
d
e
f
h
i
j
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Rotation Matrix for Any Axis
Given glRotated (angle, x, y, z)
Let c = cos(angle)
Let s = sin(angle)
And normalize the vector so that ||(x,y,z|| == 1
The produced matrix to rotate something by angle
degrees around the axis (x,y,z) is:
xx(1 c) c
yx(1 c) zs
zx(1 c) ys
0
xy (1 c) zs
yy (1 c) c
zy (1 c) xs
0
xz (1 c) ys 0
yz (1 c) xs 0
zz (1 c) c 0
0
1
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Outline
Scaling
Rotations
Composing Rotations
Homogeneous Coordinates
Translations
Projections
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Translations
For convenience we usually describe objects in
relation to their own coordinate system
We can translate or move points to a new
position by adding offsets to their coordinates:
x' x tx
y ' y ty
z ' z tz
Note that this translates all points uniformly
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Translation Matrices?
We can composite scale matrices just as we did
rotation matrices
But how to represent translation as a matrix?
Answer: with homogeneous coordinates
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Homogeneous Coordinates
Homogeneous coordinates: represent coordinates
in 3 dimensions with a 4-vector
x / w x
y / w y
( x, y , z )
z / w z
1 w
[x, y, z, 0]T represents a point at infinity (use for vectors)
[0, 0, 0]T is not allowed
Note that typically w = 1 in object coordinates
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Homogeneous Coordinates
Homogeneous coordinates seem unintuitive, but
they make graphics operations much easier
Our transformation matrices are now 4x4:
0
0
1
0 cos() sin( )
Rx
0 sin( ) cos()
0
0
0
0
0
0
1
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Homogeneous Coordinates
Homogeneous coordinates seem unintuitive, but
they make graphics operations much easier
Our transformation matrices are now 4x4:
cos()
0
Ry
sin( )
0
0 sin( ) 0
1
0
0
0 cos() 0
0
0
1
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Homogeneous Coordinates
Homogeneous coordinates seem unintuitive, but
they make graphics operations much easier
Our transformation matrices are now 4x4:
cos() sin( )
sin( ) cos()
Rz
0
0
0
0
0 0
0 0
1 0
0 1
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Homogeneous Coordinates
Homogeneous coordinates seem unintuitive, but
they make graphics operations much easier
Our transformation matrices
Sx 0 0 0
are now 4x4:
Performing a scale:
1
0
0
0
0 0 0 x
2 0 0 y
x 2y
0 1 0 z
0 0 1 1
0
S
0
0
Sy 0 0
0 Sz 0
0 0 1
z 1
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More On Homogeneous Coords
What effect does the following matrix have?
x' 1
y ' 0
z ' 0
w' 0
0 x
0 y
0 z
0 0 10 w
0 0
1 0
0 1
Conceptually, the fourth coordinate w is a bit like a
scale factor
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More On Homogeneous Coords
Intuitively:
The w coordinate of a homogeneous point is
typically 1
Decreasing w makes the point “bigger”, meaning further
from the origin
Homogeneous points with w = 0 are thus “points at
infinity”, meaning infinitely far away in some direction.
(What direction?)
To help illustrate this, imagine subtracting two
homogeneous points
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Outline
Scaling
Rotations
Composing Rotations
Homogeneous Coordinates
Translations
Projections
36
Homogeneous Coordinates
1
0
0
0
How can we represent translation as a 4x4 matrix?
A: Using the rightmost column:
1 0 0 Tx
Performing a translation:
0 0 0 x
1 0 0 y
x
0 1 10 z
0 0 1 1
y
0 1 0 Ty
T
0 0 1 Tz
0 0 0 1
z 10 1
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Translation Matrices
Now that we can represent translation as a matrix,
we can composite it with other transformations
Ex: rotate 90° about X, then 10 units down Z:
x' 1
y ' 0
z ' 0
w' 0
0 0 0 1
0
0
1 0 0 0 cos(90) sin( 90)
0 1 10 0 sin( 90) cos(90)
0 0 1 0
0
0
0 x
0 y
0 z
1 w
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Translation Matrices
Now that we can represent translation as a matrix,
we can composite it with other transformations
Ex: rotate 90° about X, then 10 units down Z:
x' 1
y ' 0
z ' 0
w' 0
0 0 0 1
1 0 0 0
0 1 10 0
0 0 1 0
0 0 0 x
0 1 0 y
1 0 0 z
0 0 1 w
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Translation Matrices
Now that we can represent translation as a matrix,
we can composite it with other transformations
Ex: rotate 90° about X, then 10 units down Z:
x' 1
y ' 0
z ' 0
w' 0
0 0 0 x
0 1 0 y
1 0 10 z
0 0 1 w
40
Translation Matrices
Now that we can represent translation as a matrix,
we can composite it with other transformations
Ex: rotate 90° about X, then 10 units down Z:
x' x
y' z
z ' y 10
w' w
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Transformation Commutativity
Is matrix multiplication, in general, commutative?
Does AB = BA?
What about rotation, scaling, and translation
matrices?
Does RxRy = RyRx?
Does RAS = SRA ?
Does RAT = TRA ?
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Outline
Scaling
Rotations
Composing Rotations
Homogeneous Coordinates
Translations
Projections
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Perspective Projection
In the real world, objects exhibit perspective
foreshortening: distant objects appear smaller
The basic situation:
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Perspective Projection
When we do 3-D graphics, we think of the
screen as a 2-D window onto the 3-D world
The view plane
How tall should
this bunny be?
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Perspective Projection
The geometry of the situation is that of similar triangles.
View from above:
View
plane
X
P (x, y, z)
x’ = ?
(0,0,0)
Z
d
What is x?
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Perspective Projection
Desired result for a point [x, y, z, 1]T projected onto
the view plane:
x' x
,
d z
dx
x
x'
,
z
z d
y' y
d z
dy
y
y'
, zd
z
z d
What could a matrix look like to do this?
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A Perspective Projection Matrix
Answer:
1
0
Mperspective
0
0
0
1
0
0
0
1
0 1d
0
0
0
0
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A Perspective Projection Matrix
Example:
x 1
y 0
z 0
z d 0
0
1
0
0
0
1
0 1d
0 x
0 y
0 z
0 1
Or, in 3-D coordinates:
x
,
z d
y
, d
zd
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A Perspective Projection Matrix
OpenGL’s
gluPerspective()
command
generates a slightly more complicated matrix:
f
aspect
0
0
0
where
0
0
f
0
Ζ far Z near
Z Z
far
near
1
0
0
0
0
2 Z far Z near
Z Z
near
far
0
fov y
f cot
2
Can you figure out what this matrix does?
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Projection Matrices
Now that we can express perspective
foreshortening as a matrix, we can composite it
onto our other matrices with the usual matrix
multiplication
End result: can create a single matrix
encapsulating modeling, viewing, and projection
transforms
Though you will recall that in practice OpenGL
separates the modelview from projection matrix
(why?)
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