What is x`? - University of Virginia, Department of Computer Science
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Transcript What is x`? - University of Virginia, Department of Computer Science
Transformations
CS 445: Introduction to Computer Graphics
David Luebke
University of Virginia
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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
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
Scaling
Non-uniform scaling: different scalars per component:
X 2,
Y 0.5
How can we represent this in matrix form?
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
2-D Rotation
(x’, y’)
(x, y)
x’ = x cos() - y sin()
y’ = x sin() + y cos()
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
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
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
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
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
Composing Canonical
Rotations
Goal: rotate about arbitrary vector A by
– Idea: we know how to rotate about X,Y,Z
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
Then reverse the rotation about X (by -)
Then reverse the rotation about Y (by -)
Composing Canonical
Rotations
First: rotating about Y by until A lies in YZ
– Draw it…
How exactly do we calculate ?
– 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 ?
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!
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?
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
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?
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
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
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
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
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
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
Homogeneous
Coordinates
Homogeneous coordinates seem unintuitive, but they make
graphics operations much easier
Our transformation matrices are now 4x4:
Sx 0
0 Sy
S
0 0
0 0
0 0
0 0
Sz 0
0 1
Homogeneous
Coordinates
How can we represent translation as a
4x4 matrix?
A: Using the rightmost column:
1
0
T
0
0
0 0 Tx
1 0 Ty
0 1 Tz
0 0 1
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
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
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
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
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 ?
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
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
Perspective Projection
In the real world, objects exhibit perspective foreshortening:
distant objects appear smaller
The basic situation:
Perspective Projection
When we do 3-D graphics, we think of the
screen as a 2-D window onto the 3-D world:
How tall should
this bunny be?
Perspective Projection
The geometry of the situation is that of similar triangles. View
from above:
View
plane
X
x’ = ?
(0,0,0)
Z
d
P (x, y, z)
What is x’?
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?
A Perspective Projection
Matrix
Answer:
1
0
Mperspective
0
0
0
1
0
0
0
1
0 1d
0
0
0
0
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
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?
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?)