1 Geometrical Transformation 2 Outline General Transform 3D Objects Quaternion & 3D Track Ball.

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Presentation transcript:

1 Geometrical Transformation

2 Outline General Transform 3D Objects Quaternion & 3D Track Ball

3 Modeling Transform Specify transformation for objects –Allow definitions of objects in own coordinate systems –Allow use of object definition multiple times in a scene

4Overview 2D transformations –Basic 2-D transformations –Matrix representation –Matrix composition 3D transformations –Basic 3-D transformation –Same as 2-D Transformation Hierarchies –Scene graphs

5 2-D Transformations

6

7

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9

10 2-D Transformations

11 Basic 2D Transformations

12 Basic 2D Transformations

13 Basic 2D Transformations

14 Rotation around the origin (2-D)

15 Rotation around the origin (2-D)

16 Rotation around the origin (2-D)

17 Rotation (3-D)

18 Rotation (3-D)

19 Basic 2D Transformations

20 Basic 2D Transformations

21 Basic 2D Transformations

22 Matrix Representation

23 Matrix Representation

24 2x2 Matrix

25Scaling

26 Scaling Around A Point

27 2x2 Matrix

28 Shear (2-D)

29 Shear (3-D)

30 2x2 Matrix

31 2x2 Matrix

32 2D Translation

33 Basic 2D Transformations

34 Homogeneous Coordinates

35 Linear Transformations

36 Affine Transformations

37 Projective Transformations

38 Matrix Composition

39 Matrix Composition

40 Matrix Composition

41 Matrix Composition

42 3D Transformations

43 Basic 3D Transformations

44 Basic 3D Transformations

45 GENERAL ROTATION ABOUT ANAXIS An axis in space is specified by a point P and a vector direction. Suppose that we wish to rotate an object about this arbitrary axis.

46 Developing the General Rotation Matrix

47 Developing the General Rotation Matrix

48 Developing the General Rotation Matrix

49 Developing the General Rotation Matrix

50 Developing the General Rotation Matrix

51 Developing the General Rotation Matrix Be careful ………… Z X (+,+) (-,-) In both cases, tan(y/x) are positive. So, we need to carefully choose it by checking the signs of x and y

52 Developing the General Rotation Matrix Another problem is: rotation interpolation is not easy and not good reported in many papers.

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55 Angular displacement glRotate( , Ax,Ay,Az) (,n) defines an angular displacement of  about an axis u or n for rotating a vector v

56 The above formula is a matrix form, so we can use Matrix to compute rotation In above equation, v=(x,y,z) T and n=(a x,a y,a z ) T

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61 Inverse Transformation

62 Inverse Transformation

63 Transform points, lines, planes etc.

64 Transforming Normals

65 Transformation Hierarchies

66 OpenGL transformation Matrices

67 OpenGL transformation Matrices

68 OpenGL transformation Matrices

69 OpenGL transformation Matrices

70 Transformation Example 1

71 Transformation Example 2

72 Transformation Example 2

73 Hierarchical Scene Graph This topics will be taught in future or the next semester!!

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86Applications

87 Applications

88 Applications

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