1. The document discusses various 2D and 3D transformations including translation, scaling, rotation, reflection, and shearing.
2. It explains the basic transformation types including rigid-body, affine, and free-form and provides examples of each.
3. Key concepts covered include the homogeneous coordinate system, composition of transformations using matrices, and expressing transformations like translation, scaling, and rotation using matrices.
5. (4,5) (7,5)
Y
X
(2,5/4) (7/2,5/4)
X
Y
Before Scaling Scaling by (1/2, 1/4)
y
x
y
x
y
x
sy
sx
y
x
s
s
PPS
ysy
xsx
*
*
*
0
0
*
*
*
Types of Scaling:
Differential ( sx != sy )
Uniform ( sx = sy )
1
*
100
00
00
1
FormsHomogeniou
y
x
s
s
y
x
y
x
6.
sin
cos
r
r
v
cossinsincos
sinsincoscos
rry
rrx
expand
cossin
sincos
sin
cos
but
yxy
yxx
ry
rx
sin
cos
r
r
v
7. (5,2) (9,2)
Y
X
(2.1,4.9)
(4.9,7.8)
X
Y
Before Rotation Rotation of 45 deg. w.r.t. origin
1
*
100
0cossin
0sincos
1
FormsHomogeniou
y
x
y
x
cos*sin*
sin*cos*
*
cossin
sincos
*
yx
yx
y
x
PPR
yyx
xyx
cos*sin*
sin*cos*
11. Translation, scaling and rotation are expressed
(non-homogeneously) as:
translation: P = P +T
Scale: P = S · P
Rotate: P = R · P
Composition is difficult to express, since translation
not expressed as a matrix multiplication
Homogeneous coordinates allow all three to be
expressed homogeneously, using multiplication by 3
3 matrices
W is 1 for affine transformations in graphics
12. P2d is a projection of Ph onto the w = 1 plane
So an infinite number of points correspond to :
they constitute the whole line (tx, ty, tw)
x
y
w Ph(x,y,w)
P2d(x,y,1)
w=1
13. 1. Rigid-body Transformation
Preserves parallelism of lines
Preserves angle and length
e.g. any sequence of R() and T(dx,dy)
2. Affine Transformation
Preserves parallelism of lines
Doesn’t preserve angle and length
e.g. any sequence of R(), S(sx,sy) and T(dx,dy)
unit cube 45 deg rotaton Scale in X not in Y
14.
100
2221
1211
y
x
trr
trr
The following Matrix is Orthogonal if the upper left 2X2 matrix has the
following properties
1.A) Each row are unit vector.
sqrt(r11* r11 + r12* r12) = 1
B) Each column are unit vector.
sqrt(c11* c11 + c12* c12) = 1
2.A) Rows will be perpendicular to each other
(r11 , r12 ) . ( r21 , r22) = 0
B) Columns will be perpendicular to each other
(c11 , c12 ) . (c21 ,c22) = 0
e.g. Rotation matrix is orthogonal
100
0cossin
0sincos
• Orthogonal Transformation Rigid-Body Transformation
• For any orthogonal matrix B B-1 = BT
15. • In general matrix multiplication is not commutative
• For the following special cases commutativity holds i.e.
M1.M2 = M2.M1
M1 M2
Translate Translate
Scale Scale
Rotate Rotate
Uniform Scale Rotate
• Some non-commutative
Compositions:
Non-uniform scale, Rotate
Translate, Scale
Rotate, Translate
Original
Transitional
Final
16. Create new affine transformations by multiplying sequences of
the above basic transformations.
q = CBAp
q = ( (CB) A) p = (C (B A))p = C (B (Ap) ) etc.
matrix multiplication is associative.
But to transform many points, best to do
M = CBA
then do q = Mp for any point p to be rendered.
To transform just a point, better to do q = C(B(Ap))
For geometric pipeline transformation, define M and set it up
with the model-view matrix and apply it to any vertex
subsequently defined to its setting.
19. Step 1: Translate (0,b) to origin
T(0 ,-b)ML =
Step 2: Rotate - degrees
Step 3: Mirror reflect about X-axis
R(-) *T(0 ,b) *
Step 4: Rotate degrees
Step 5: Translate origin to (0,b)
M x*R() *
(0,b)
Y
X
t
O
Y
XO
Y
XO
Y
XO
Y
XO
(0,b)
Y
X
t
O
22. Basics of 3D geometry
Basic 3DTransformations
CompositeTransformations
23. Thumb points to +ve Z-axis
Fingers show +ve rotation from X toY
axis
Y
X
Z (out of page)
Y
X
Z (larger z are
away from viewer)
Right-handed orentation Left-handed orentation
24. Transformation – is a function that takes a point (or vector) and
maps that point (or vector) into another point (or vector).
A coordinate transformation of the form:
x’ = axx x + axy y + axz z + bx ,
y’ = ayx x + ayy y + ayz z + by ,
z’ = azx x + azy y + azz z + bz ,
is called a 3D affine transformation.
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'
'
z
y
x
baaa
baaa
baaa
w
z
y
x
zzzzyzx
yyzyyyx
xxzxyxx
The 4th row for affine transformation is always [0 0 0 1].
Properties of affine transformation:
– translation, scaling, shearing, rotation (or any combination of them)
are examples affine transformations.
– Lines and planes are preserved.
– parallelism of lines and planes are also preserved, but not angles and
length.
30. Some of the composite transformations
to be studied are:
AV,N = aligning a vector V with a vector N
R,L = rotation about an axis L( V, P )
Ssx,sy,P= scaling w.r.t. point P
31. Av = R,i
V = aI + bJ + cK
x
y
z
b
a
c
k
22
λ
λ
cos
λ
sin
byaxis-about xRotate:1Step
cb
c
b
b
|V|
x
y
z
b
a
k
( 0, b,c)
b
|V|
x
y
z
a
k
|V|
( a, 0,)
( 0, 0,)
( 0, b,c)
32. Av = R,iR-,j *
22
λ
λ
cos
λ
sin
byaxis-about xRotate:1Step
cb
c
b
222
|V|
|V|
λ
)cos(
|V|
)sin(
-byaxis-yaboutVRotate:2Step
cba
a
P( a, b, c)
b
x
y
z
b
a
c
k
|V|
( a, 0,)
( 0, b,c)b
x
y
z
b
a
c
|V|
( 0, 0,|V|)
( 0, b,c)
a
33. AV
-1 = AV
T
AV,N = AN
-1 * AV
1000
0
00
0
λλ
λ
-
λ
-λ
V
c
V
b
V
a
bc
V
ac
V
ab
V
VA
34. Let the axis L be represented by vectorV and
passing through point P
1. Translate P to the origin
2. AlignV with vector k
3. Rotate about k
4. Reverse step 2
5. Reverse step 1
R,L = T-PAV *R,k *AV
-1 *T-P
-1 *
V
P
Q
Q'
L
z
x
y
k
35. Let the plane be represented by plane normal N
and a point P in that plane
x
y
z
36. Let the plane be represented by plane normal N
and a point P in that plane
1. Translate P to the origin
MN,P = T-P
x
y
z
37. Let the plane be represented by plane normal N
and a point P in that plane
1. Translate P to the origin
2. Align N with vector k
MN,P = T-PAN *
x
y
z
38. Let the plane be represented by plane normal N
and a point P in that plane
1. Translate P to the origin
2. Align N with vector k
3. Reflect w.r.t xy-plane
MN,P = T-PAN *S1,1,-1 *
x
y
z
39. x
y
z
Let the plane be represented by plane normal N
and a point P in that plane
1. Translate P to the origin
2. Align N with vector k
3. Reflect w.r.t xy-plane
4. Reverse step 2
MN,P = T-PAN *S1,1,-1 *AN
-1 *
40. Let the plane be represented by plane normal N
and a point P in that plane
1. Translate P to the origin
2. Align N with vector k
3. Reflect w.r.t xy-plane
4. Reverse step 2
5. Reverse step 1
MN,P = T-PAN *S1,1,-1 *AN
-1 *T-P
-1 *
x
y
z
41. The CompositeTransform must have
– Translation of P1 to Origin T
z
x
y
3P
1P
2PT
– Some Combination of Rotations R
R
x
y
z 2P
3P
1P
z
x
y
3P
1P
2P
Fig. 1 Fig. 2
Translate points in fig. 1 into points in fig 2 such that:
– P1 is at Origin
– P1P2 is along positive z-axis
– P1P3 lies in positive y-axis half of yz plane
48. OpenGL uses 3 stacks to maintain
transformation matrices:
Model &View transformation matrix stack
Projection matrix stack
Texture matrix stack
You can load, push and pop the stack
The top most matrix from each stack is
applied to all graphics primitive until it is
changed
M N
Model-View
Matrix Stack
Projection
Matrix Stack
Graphics
Primitives
(P)
Output
N•M•P
49. Specify current matrix (stack) :
void glMatrixMode(GLenum mode)
▪ Mode : GL_MODELVIEW, GL_PROJECTION,
GL_TEXTURE
Initialize current matrix.
void glLoadIdentity(void)
▪ Sets the current matrix to 4X4 identity matirx
void glLoadMatrix{f|d}(cost TYPE *M)
▪ Sets the current matrix to 4X4 matrix specified by M
Note: current matrix Top most matrix of the current
matrix
stack
A
B
C
A
B
I
A
B
M
glLoadMatrix(M)
50. ConcatenateCurrent Matrix:
void glMultMatrix(constTYPE *M)
▪ Multiplies current matrix C, by M. i.e. C = C*M
Caveat: OpenGL matrices are stored in
column major order.
Best use utility function glTranslate, glRotate,
glScale for common transformation tasks.
161284
151173
141062
13951
mmmm
mmmm
mmmm
mmmm
51. Each time an OpenGL transformation M is called the
current MODELVIEW matrix C is altered:
Cvv CMvv
glTranslatef(1.5, 0.0, 0.0);
glRotatef(45.0, 0.0, 0.0, 1.0);
CTRvv
Note: v is any vertex placed in rendering pipeline v’ is the transformed
vertex from v.
53. As a Global System
Objects moves but
coordinates stay the
same
Think of transformation
in reverse order as they
appear in code
As a Local System
Objects moves and
coordinates move with it
Think of transformation
in same order as they
appear in code
There is aWorld Coordinate System where:
All objects are defined
Transformations are inWorld Coordinate space
Two Different Views
54. Local View
Translate Object
Then Rotate
glLoadIdentity();
glMultiMatrixf( T);
glMultiMatrixf( R);
draw_ the_ object( v);
v’ = ITRv
Global View
Rotate Object
Then Translate
Effect is same, but perception is different
56. Many graphical objects are structured
Exploit structure for
Efficient rendering
Concise specification of model parameters
Physical realism
Often we need several instances of an object
Wheels of a car
Arms or legs of a figure
Chess pieces
Encapsulate basic object in a function
Object instances are created in “standard” form
Apply transformations to different instances
Typical order: scaling, rotation, translation
57. A
B
C
C
– void glPushMatrix(void);
A
B
– void glPopMatrix(void);
A
B
C C
m
glGetFloatv
– void glGetFloatv(GL_MODELVIEW_MATRIX, *m);
A
B
C
Some of the OpenGL functions helpful for
hierarchical modeling are:
58. A scene graph is a hierarchical representation of a scene
We will use trees for representing hierarchical objects such
that:
Nodes represent parts of an object
Topology is maintained using parent-child relationship
Edges represent transformations that applies to a part and all the
subparts connected to that part
typedef struct treenode {
GLfloat m[16]; // Transformation
void (*f) ( ); // Draw function
struct treenode *sibling;
struct treenode *child;
} treenode;
Scene
Sun Star X
Earth Venus Saturn
Moon Ring
60. To render the hierarchy:
Traverse the scene graph depth-first
Going down an edge:
▪ push the top matrix onto the stack
▪ apply the edge's transformation(s)
At each node, render with the top matrix
Going up an edge:
▪ pop the top matrix off the stack
61. Recursive definition
void traverse (treenode *root) {
if (root == NULL) return;
glPushMatrix();
glMultMatrixf(root->m);
root->f();
if (root->child != NULL) traverse(root->child);
glPopMatrix();
if (root->sibling != NULL) traverse(root->sibling);
}
C is really not the right language for this !!