Geometric Transformations for Computer Graphics

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Presentation transcript:

Geometric Transformations for Computer Graphics Shmuel Wimer Bar Ilan Univ., School of Engineering April 2010

2D Translation April 2010

2D Rotation April 2010

2D Scaling April 2010

Homogeneous Coordinates April 2010

2D Translation 2D Rotation 2D Scaling April 2010

Inverse transformations: Composite transformations: Composite translations: April 2010

Composite Rotations: Composite Scaling: April 2010

General 2D Rotation Move to origin Rotate Move back April 2010

General 2D Scaling Move to origin Scale Move back April 2010

2D Directional Scaling April 2010

2D Reflections April 2010

1 2 3 1 2 3 1 2 3 3 1 2 April 2010

Geometric Transformations by Rasterization The transformed shape needs to be filled. A whole scan-line filling is usually in order. However, simple transformations can save new filling by manipulating blocks in the frame buffer. Translation: Move block of pixels of frame buffer into new destination. April 2010

90° counterclockwise rotation Destination pixel array Rotated pixel block RGB of destination pixel can be determined by averaging rotated ones (as antialiasing) April 2010

Very similar to 2D. Using 4x4 matrices rather than 3x3. 3D Transformations Very similar to 2D. Using 4x4 matrices rather than 3x3. Translation April 2010

General 3D Rotation Translate the object such that rotation axis passes through the origin. Rotate the object such that rotation axis coincides with one of Cartesian axes. Perform specified rotation about the Cartesian axis. Apply inverse rotation to return rotation axis to original direction. Apply inverse translation to return rotation axis to original position. April 2010

April 2010

April 2010

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April 2010

Efficient 3D Rotations by Quaternions April 2010

April 2010

3D Scaling Enlarging object also moves it from origin April 2010

Scaling with respect to a fixed point (not necessarily of object) April 2010