CSC461: Lecture 14 Representations

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Presentation transcript:

CSC461: Lecture 14 Representations Objectives Introduce homogeneous coordinates Discuss change of frames and basis

A Single Representation If we define 0•P = 0 and 1•P =P then we can write v=a1v1+ a2v2 +a3v3 = [a1 a2 a3 0 ] [v1 v2 v3 P0] T P = P0 + b1v1+ b2v2 +b3v3= [b1 b2 b3 1 ] [v1 v2 v3 P0] T Thus we obtain the four-dimensional homogeneous coordinate representation v = [a1 a2 a3 0 ] T p = [b1 b2 b3 1 ] T

Homogeneous Coordinates The general form of four dimensional homogeneous coordinates is p=[x y x w] T We return to a three dimensional point (for w0) by xx/w yy/w zz/w If w=0, the representation is that of a vector Note that homogeneous coordinates replaces points in three dimensions by lines through the origin in four dimensions

Homogeneous Coordinates and Computer Graphics Homogeneous coordinates are key to all computer graphics systems All standard transformations (rotation, translation, scaling) can be implemented by matrix multiplications with 4 x 4 matrices Hardware pipeline works with 4 dimensional representations For orthographic viewing, we can maintain w=0 for vectors and w=1 for points For perspective we need a perspective division

Change of Coordinate Systems Consider two representations of the same vector with respect to two different bases. The representations are a=[a1 a2 a3 ]T b=[b1 b2 b3]T where v=a1v1+ a2v2 +a3v3 = [a1 a2 a3] [v1 v2 v3]T=aT [v1 v2 v3]T v=b1u1+ b2u2 +b3u3 = [b1 b2 b3] [u1 u2 u3]T =bT [u1 u2 u3] T

Representing a basis in terms of another Each of the basis vectors, u1,u2, u3, are vectors that can be represented in terms of the first basis v u1 = g11v1+g12v2+g13v3 u2 = g21v1+g22v2+g23v3 u3 = g31v1+g32v2+g33v3

Matrix Form a=MTb b=(MT)-1a The coefficients define a 3 × 3 matrix and the basis can be related by Thus, we have or M = = M v=aT [v1 v2 v3]T =bT [u1 u2 u3] T =bTM[v1 v2 v3]T a=MTb b=(MT)-1a

Example Vector w has representation in some basis {v1, v2, v3}: a=[1 2 3]T, w=v1+2v2+3v3 Make a new basis {u1, u2, u3} such that u1= v1 u2 = v1+v2 u3 = v1+v2+v3 The matrix M = Inverse the transpose A = (MT)-1= = That is, b=Aa=[-1 -1 3]T, w=-u1-u2+3u3

Change of Frames u2 u1 v2 Q0 (P0, v1, v2, v3) (Q0, u1, u2, u3) P0 v1 We can apply a similar process in homogeneous coordinates to the representations of both points and vectors Consider two frames Any point or vector can be represented in each (P0, v1, v2, v3) (Q0, u1, u2, u3) P0 v1 v2 v3 Q0 u1 u2 u3

Representing One Frame in Terms of the Other Extending what we did with change of bases Defining a 4 x 4 matrix u1 = g11v1+g12v2+g13v3 u2 = g21v1+g22v2+g23v3 u3 = g31v1+g32v2+g33v3 Q0 = g41v1+g42v2+g43v3 +P0 M =

Working with Representations Within the two frames any point or vector has a representation of the same form a=[a1 a2 a3 a4 ] in the first frame b=[b1 b2 b3 b4 ] in the second frame where a4 = b4 = 1 for points and a4 = b4 = 0 for vectors and The matrix M is 4 x 4 and specifies an affine transformation in homogeneous coordinates a=MTb

Affine Transformations Every linear transformation is equivalent to a change in frames Every affine transformation preserves lines However, an affine transformation has only 12 degrees of freedom because 4 of the elements in the matrix are fixed and are a subset of all possible 4 x 4 linear transformations

The World and Camera Frames When we work with representations, we work with n-tuples or arrays of scalars Changes in frame are then defined by 4 x 4 matrices In OpenGL, the base frame that we start with is the world frame Eventually we represent entities in the camera frame by changing the world representation using the model-view matrix Initially these frames are the same (M=I)