Intro to 3D Models Angel 4.1-4.3 Angel: Interactive Computer Graphics5E © Addison-Wesley 2009 1.

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Presentation transcript:

Intro to 3D Models Angel Angel: Interactive Computer Graphics5E © Addison-Wesley

Objectives Introduce the elements of geometry –Scalars –Vectors –Points Develop mathematical operations among them in a coordinate-free manner Define basic primitives –Line segments –Polygons Angel: Interactive Computer Graphics 5E © Addison-Wesley

Basic Elements Geometry is the study of the relationships among objects in an n-dimensional space –In computer graphics, we are interested in objects that exist in three dimensions Want a minimum set of primitives from which we can build more sophisticated objects We will need three basic elements –Scalars –Vectors –Points Angel: Interactive Computer Graphics 5E © Addison-Wesley

Coordinate-Free Geometry When we learned simple geometry, most of us started with a Cartesian approach –Points were at locations in space p=(x,y,z) –We derived results by algebraic manipulations involving these coordinates This approach was nonphysical –Physically, points exist regardless of the location of an arbitrary coordinate system –Most geometric results are independent of the coordinate system –Example Euclidean geometry: two triangles are identical if two corresponding sides and the angle between them are identical Angel: Interactive Computer Graphics 5E © Addison-Wesley

Scalars Need three basic elements in geometry –Scalars, Vectors, Points Scalars can be defined as members of sets which can be combined by two operations (addition and multiplication) obeying some fundamental axioms (associativity, commutivity, inverses) Examples include the real and complex number systems under the ordinary rules with which we are familiar Scalars alone have no geometric properties Angel: Interactive Computer Graphics 5E © Addison-Wesley

Vectors Physical definition: a vector is a quantity with two attributes –Direction –Magnitude Examples include –Force –Velocity –Directed line segments Most important example for graphics Can map to other types Angel: Interactive Computer Graphics 5E © Addison-Wesley v

Vector Operations Every vector has an inverse –Same magnitude but points in opposite direction Every vector can be multiplied by a scalar There is a zero vector –Zero magnitude, undefined orientation The sum of any two vectors is a vector –Use head-to-tail axiom Angel: Interactive Computer Graphics 5E © Addison-Wesley v -v vv v u w

Linear Vector Spaces Mathematical system for manipulating vectors Operations –Scalar-vector multiplication u=  v –Vector-vector addition: w=u+v Expressions such as –v=u+2w-3r Make sense in a vector space Angel: Interactive Computer Graphics 5E © Addison-Wesley

Vectors Lack Position These vectors are identical –Same length and magnitude Vectors spaces insufficient for geometry –Need points Angel: Interactive Computer Graphics 5E © Addison-Wesley

Points Location in space Operations allowed between points and vectors –Point-point subtraction yields a vector –Equivalent to point-vector addition Angel: Interactive Computer Graphics 5E © Addison-Wesley P=v+Q v=P-Q

Affine Spaces Point + a vector space Operations –Vector-vector addition –Scalar-vector multiplication –Point-vector addition –Scalar-scalar operations For any point define –1 P = P –0 P = 0 (zero vector) Angel: Interactive Computer Graphics 5E © Addison-Wesley

Lines Consider all points of the form –P(a)=P0 + a d –Set of all points that pass through P0 in the direction of the vector d Angel: Interactive Computer Graphics 5E © Addison-Wesley

Parametric Form This form is known as the parametric form of the line –More robust and general than other forms –Extends to curves and surfaces Two-dimensional forms –Explicit: y = mx +h –Implicit: ax + by +c =0 –Parametric: – x(a) = ax0 + (1-a)x1 – y(a) = ay0 + (1-a)y1 Angel: Interactive Computer Graphics 5E © Addison-Wesley

Rays and Line Segments If a >= 0, then P(a) is the ray leaving P0 in the direction d If we use two points to define v, then P( a) = Q + a (R-Q)= Q + av = aR + (1-a)Q For 0<=a<=1 we get all the points on the line segment joining R and Q Angel: Interactive Computer Graphics 5E © Addison-Wesley

Convexity An object is convex iff for any two points in the object all points on the line segment between these points are also in the object Angel: Interactive Computer Graphics 5E © Addison-Wesley P Q Q P convex not convex

Affine Sums Consider the “sum” P=a 1 P 1 +a 2 P 2 +…..+a n P n Can show by induction that this sum makes sense iff a 1 +a 2 +…..a n =1 in which case we have the affine sum of the points P 1,P 2,…..P n If, in addition, a i >=0, we have the convex hull of P 1,P 2,…..P n Angel: Interactive Computer Graphics 5E © Addison-Wesley

Convex Hull Smallest convex object containing P 1,P 2,…..P n Formed by “shrink wrapping” points Angel: Interactive Computer Graphics 5E © Addison-Wesley

Curves and Surfaces Curves are one parameter entities of the form P(a) where the function is nonlinear Surfaces are formed from two- parameter functions P(a, b) –Linear functions give planes and polygons Angel: Interactive Computer Graphics 5E © Addison-Wesley P(  ) P( ,  )

Planes A plane can be defined by a point and two vectors or by three points Angel: Interactive Computer Graphics 5E © Addison-Wesley P( ,  )=R+  u+  v P( ,  )=R+  (Q-R)+  (P-Q) u v R P R Q

Triangles Angel: Interactive Computer Graphics 5E © Addison-Wesley convex sum of S(  ) and R for 0<= ,  <=1, we get all points in triangle convex sum of P and Q

Normals Every plane has a vector n normal (perpendicular, orthogonal) to it From point-two vector form P(a,b)=R+au+bv, we know we can use the cross product to find n = u  v and the equivalent form (P(a)-P)  n=0 Angel: Interactive Computer Graphics 5E © Addison-Wesley u v P

REPRESENTATION Angel: Interactive Computer Graphics 5E © Addison-Wesley

Objectives Introduce concepts such as dimension and basis Introduce coordinate systems for representing vectors spaces and frames for representing affine spaces Discuss change of frames and bases Introduce homogeneous coordinates Angel: Interactive Computer Graphics 5E © Addison-Wesley

Linear Independence A set of vectors v 1, v 2, …, v n is linearly independent if a 1 v 1 +a 2 v A n v n =0 iff a 1 =a 2 =…=0 If a set of vectors is linearly independent, we cannot represent one in terms of the others If a set of vectors is linearly dependent, as least one can be written in terms of the others Angel: Interactive Computer Graphics 5E © Addison-Wesley

Dimension In a vector space, the maximum number of linearly independent vectors is fixed and is called the dimension of the space In an n-dimensional space, any set of n linearly independent vectors form a basis for the space Given a basis v 1, v 2,…., v n, any vector v can be written as v=a 1 v 1 + a 2 v 2 +….+a n v n where the {a i } are unique Angel: Interactive Computer Graphics 5E © Addison-Wesley

Representation Until now we have been able to work with geometric entities without using any frame of reference, such as a coordinate system Need a frame of reference to relate points and objects to our physical world. –For example, where is a point? Can’t answer without a reference system –World coordinates –Camera coordinates Angel: Interactive Computer Graphics 5E © Addison-Wesley

Coordinate Systems Consider a basis v 1, v 2,…., v n A vector is written v=a 1 v 1 + a 2 v 2 +….+a n v n The list of scalars {a 1, a 2, …. a n } is the representation of v with respect to the given basis We can write the representation as a row or column array of scalars Angel: Interactive Computer Graphics 5E © Addison-Wesley a=[  1  2 ….  n ] T =

Example v=2v 1 +3v 2 -4v 3 a=[2 3 –4]T Note that this representation is with respect to a particular basis For example, in OpenGL we start by representing vectors using the object basis but later the system needs a representation in terms of the camera or eye basis Angel: Interactive Computer Graphics 5E © Addison-Wesley

Coordinate Systems Which is correct? Both are because vectors have no fixed location Angel: Interactive Computer Graphics 5E © Addison-Wesley v v

Frames A coordinate system is insufficient to represent points If we work in an affine space we can add a single point, the origin, to the basis vectors to form a frame Angel: Interactive Computer Graphics 5E © Addison-Wesley P0P0 v1v1 v2v2 v3v3

Representation in a Frame Frame determined by (P 0, v 1, v 2, v 3 ) Within this frame, every vector can be written as v=a 1 v 1 + a 2 v 2 +….+a n v n Every point can be written as P = P 0 + b 1 v 1 + b 2 v 2 +….+b n v n Angel: Interactive Computer Graphics 5E © Addison-Wesley

Confusing Points and Vectors Consider the point and the vector P = P 0 + b 1 v 1 + b 2 v 2 +….+b n v n v=a 1 v 1 + a 2 v 2 +….+a n v n They appear to have the similar representations p=[b 1 b 2 b 3 ] v=[a 1 a 2 a 3 ] which confuses the point with the vector A vector has no position Angel: Interactive Computer Graphics 5E © Addison-Wesley v p v Vector can be placed anywhere point: fixed

A Single Representation If we define 0P = 0 and 1P =P then we can write v = a 1 v 1 + a 2 v 2 +a 3 v 3 = [a 1 a 2 a 3 0 ] [v 1 v 2 v 3 P 0 ] T P = P 0 + b 1 v 1 + b 2 v 2 +b 3 v 3 = [b 1 b 2 b 3 1 ] [v 1 v 2 v 3 P 0 ] T Thus we obtain the four-dimensional homogeneous coordinate representation v = [a 1 a 2 a 3 0 ] T P = [b 1 b 2 b 3 1 ] T Angel: Interactive Computer Graphics 5E © Addison-Wesley

Homogeneous Coordinates The homogeneous coordinates form for a three dimensional point [x y z] is given as p =[x’ y’ z’ w] T =[wx wy wz 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 For w=1, the representation of a point is [x y z 1] Angel: Interactive Computer Graphics 5E © Addison-Wesley

Homogeneous Coordinates and Computer Graphics Homogeneous coordinates are key to all computer graphics systems –All standard transformations (rotation, translation, scaling) can be implemented with matrix multiplications using 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 Angel: Interactive Computer Graphics 5E © Addison-Wesley

Change of Coordinate Systems Consider two representations of a the same vector with respect to two different bases. The representations are Angel: Interactive Computer Graphics 5E © Addison-Wesley v=  1 v 1 +  2 v 2 +  3 v 3 = [  1  2  3 ] [v 1 v 2 v 3 ] T =  1 u 1 +  2 u 2 +  3 u 3 = [  1  2  3 ] [u 1 u 2 u 3 ] T a=[  1  2  3 ] b=[  1  2  3 ] where

Representing second basis in terms of first Each of the basis vectors, u 1,u 2, u 3, are vectors that can be represented in terms of the first basis Angel: Interactive Computer Graphics 5E © Addison-Wesley u 1 =  11 v 1 +  12 v 2 +  13 v 3 u 2 =  21 v 1 +  22 v 2 +  23 v 3 u 3 =  31 v 1 +  32 v 2 +  33 v 3 v

Matrix Form The coefficients define a 3 x 3 matrix and the bases can be related by see text for numerical examples Angel: Interactive Computer Graphics 5E © Addison-Wesley a=M T b M =

Change of Frames We can apply a similar process in homogeneous coordinates to the representations of both points and vectors Any point or vector can be represented in either frame We can represent Q0, u1, u2, u3 in terms of P0, v1, v2, v3 Angel: Interactive Computer Graphics 5E © Addison-Wesley Consider two frames: (P 0, v 1, v 2, v 3 ) (Q 0, u 1, u 2, u 3 ) P0P0 v1v1 v2v2 v3v3 Q0Q0 u1u1 u2u2 u3u3

Representing One Frame in Terms of the Other u 1 =  11 v 1 +  12 v 2 +  13 v 3 u 2 =  21 v 1 +  22 v 2 +  23 v 3 u 3 =  31 v 1 +  32 v 2 +  33 v 3 Q 0 =  41 v 1 +  42 v 2 +  43 v 3 +  44 P 0 Angel: Interactive Computer Graphics 5E © Addison-Wesley Extending what we did with change of bases defining a 4 x 4 matrix M =

Working with Representations Within the two frames any point or vector has a representation of the same form a=[a 1 a 2 a 3 a 4 ] in the first frame b=[b 1 b 2 b 3 b 4 ] in the second frame where a 4 = b 4 = 1 for points and a 4 = b 4 = 0 for vectors and The matrix M is 4 x 4 and specifies an affine transformation in homogeneous coordinates Angel: Interactive Computer Graphics 5E © Addison-Wesley a=M T b

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 Angel: Interactive Computer Graphics 5E © Addison-Wesley