2D Transformations y y x x y x.

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Presentation transcript:

2D Transformations y y x x y x

2D Transformation Given a 2D object, transformation is to change the object’s Position (translation) Size (scaling) Orientation (rotation) Shapes (shear)

Point representation We can use a column vector (a 2x1 matrix) to represent a 2D point x y

Translation How to translate an object with multiple vertices? Translate individual vertices

Translation Re-position a point along a straight line Given a point (x,y), and the translation distance or vector (tx,ty) The new point: (x’, y’) x’ = x + tx y’ = y + ty (x’,y’) ty (x,y) tx OR P’ = P + T where P’ = x’ p = x T = tx y’ y ty

2D Rotation Default rotation center: Origin (0,0) > 0 : Rotate counter clockwise q q < 0 : Rotate clockwise

Rotation (x,y) -> Rotate about the origin by q (x’, y’) r f How to compute (x’, y’) ? x = r cos (f) y = r sin (f) x’ = r cos (f + q) y’ = r sin (f + q)

Rotation x = r cos (f) y = r sin (f) (x,y) (x’,y’) q x = r cos (f) y = r sin (f) x’ = r cos (f + q) y = r sin (f + q) r f x’ = r cos (f + q) = r cos(f) cos(q) – r sin(f) sin(q) = x cos(q) – y sin(q) y’ = r sin (f + q) = r sin(f) cos(q) + r cos(f)sin(q) = y cos(q) + x sin(q)

Rotation x’ = x cos(q) – y sin(q) y’ = y cos(q) + x sin(q) r (x,y) (x’,y’) q x’ = x cos(q) – y sin(q) y’ = y cos(q) + x sin(q) r f Matrix form? x’ cos(q) -sin(q) x y’ sin(q) cos(q) y = 3 x 3?

3x3 2D Rotation Matrix x’ cos(q) -sin(q) x y’ sin(q) cos(q) y r = (x,y) (x’,y’) q f r x’ cos(q) -sin(q) 0 x y’ sin(q) cos(q) 0 y 1 0 0 1 1 =

Rotation How to rotate an object with multiple vertices? q Rotate individual Vertices

2D Scaling Scale: Alter the size of an object by a scaling factor (Sx, Sy), i.e. x’ = x . Sx y’ = y . Sy x’ Sx 0 x y’ 0 Sy y = (2,2) (4,4) (1,1) (2,2) Sx = 2, Sy = 2

2D Scaling Not only the object size is changed, it also moved!! (2,2) (4,4) (1,1) (2,2) Sx = 2, Sy = 2 Not only the object size is changed, it also moved!! Usually this is an undesirable effect We will discuss later (soon) how to fix it

3x3 2D Scaling Matrix x’ Sx 0 x y’ 0 Sy y = x’ Sx 0 0 x 1 0 0 1 1

Which one is different than the others? Put it all together Which one is different than the others? Translation: x’ x tx y’ y ty Rotation: x’ cos(q) -sin(q) x y’ sin(q) cos(q) y Scaling: x’ Sx 0 x y’ 0 Sy y = + = * = *

3x3 2D Translation Matrix y’ y ty x’ 1 0 tx x y’ = 0 1 ty * y x’ = x + tx y’ y ty Use 3 x 1 vector x’ 1 0 tx x y’ = 0 1 ty * y 1 0 0 1 1 Note that now it becomes a matrix-vector multiplication

3x3 Matrix representations Translation: Rotation: Scaling: x’ 1 0 tx x y’ = 0 1 ty * y 1 0 0 1 1 x’ cos(q) -sin(q) 0 x y’ sin(q) cos(q) 0 * y 1 0 0 1 1 = x’ Sx 0 0 x y’ = 0 Sy 0 * y 1 0 0 1 1

Linear Transformations A general form of a linear transformation can be written as: x’ = ax + by + c OR y’ = dx + ey + f x’ a b c x y’ = d e f * y 1 0 0 1 1

Why use 3x3 matrices? So that we can perform all transformations using matrix/vector multiplications This allows us to pre-multiply all the matrices together The point (x,y) needs to be represented as (x,y,1) -> this is called Homogeneous coordinates!

Shearing Y coordinates are unaffected, but x coordinates are translated linearly with y That is: y’ = y x’ = x + y * h x 1 h 0 x y = 0 1 0 * y 1 0 0 1 1

Shearing in y x 1 0 0 x y = g 1 0 * y 1 0 0 1 1 Any 2D rotation can be built using three shear transformations. Shearing will not change the area of the object Any 2D shearing can be done by a rotation, followed by a scaling, and followed by a rotation Interesting Facts:

Rotation Revisit The standard rotation matrix is used to rotate about the origin (0,0) cos(q) -sin(q) 0 sin(q) cos(q) 0 0 0 1 What if I want to rotate about an arbitrary center?

Arbitrary Rotation Center To rotate about an arbitrary point P (px,py) by q: Translate the object so that P will coincide with the origin: T(-px, -py) Rotate the object: R(q) Translate the object back: T(px,py) (px,py)

Arbitrary Rotation Center Translate the object so that P will coincide with the origin: T(-px, -py) Rotate the object: R(q) Translate the object back: T(px,py) Put in matrix form: T(px,py) R(q) T(-px, -py) * P x’ 1 0 px cos(q) -sin(q) 0 1 0 -px x y’ = 0 1 py sin(q) cos(q) 0 0 1 -py y 1 0 0 1 0 0 1 0 0 1 1

Scaling Revisit The standard scaling matrix will only anchor at (0,0) Sx 0 0 0 Sy 0 0 0 1 What if I want to scale about an arbitrary pivot point?

Arbitrary Scaling Pivot To scale about an arbitrary pivot point P (px,py): Translate the object so that P will coincide with the origin: T(-px, -py) Scale the object: S(sx, sy) Translate the object back: T(px,py) (px,py)

Affine Transformation Translation, Scaling, Rotation, Shearing are all affine transformations Affine transformation – transformed point P’ (x’,y’) is a linear combination of the original point P (x,y), i.e. x’ m11 m12 m13 x y’ = m21 m22 m23 y 1 0 0 1 1 Any 2D affine transformation can be decomposed into a rotation, followed by a scaling, followed by a shearing, and followed by a translation. Affine matrix = translation x shearing x scaling x rotation