Geometric Transformations Sang Il Park Sejong University Many slides come from Jehee Lee’s.

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Presentation transcript:

Geometric Transformations Sang Il Park Sejong University Many slides come from Jehee Lee’s.

Transformations Linear transformations Rigid transformations Affine transformations Projective transformations T Global reference frame Local moving frame

Linear Transformations A linear transformation T is a mapping between vector spaces – T maps vectors to vectors –linear combination is invariant under T In 3-spaces, T can be represented by a 3x3 matrix

Examples of Linear Transformations 2D rotation 2D scaling

Examples of Linear Transformations 2D shear –Along X-axis –Along Y-axis

Examples of Linear Transformations 2D reflection –Along X-axis –Along Y-axis

Properties of Linear Transformations Any linear transformation between 3D spaces can be represented by a 3x3 matrix Any linear transformation between 3D spaces can be represented as a combination of rotation, shear, and scaling

Composing Transformations Suppose we want, We have to compose two transformations

Composing Transformations Matrix multiplication is not commutative Translation followed by rotation Translation followed by rotation

Composing Transformations –R-to-L : interpret operations w.r.t. fixed coordinates –L-to-R : interpret operations w.r.t local coordinates (Column major convention)

Changing Bases Linear transformations as a change of bases

Changing Bases Linear transformations as a change of bases

Affine Transformations An affine transformation T is an mapping between affine spaces –T maps vectors to vectors, and points to points –T is a linear transformation on vectors –affine combination is invariant under T In 3-spaces, T can be represented by a 3x3 matrix together with a 3x1 translation vector

Homogeneous Coordinates Any affine transformation between 3D spaces can be represented by a 4x4 matrix Affine transformation is linear in homogeneous coordinates

Examples of Affine Transformations 2D rotation 2D scaling

Examples of Affine Transformations 2D shear 2D reflection

Examples of Affine Transformations 2D translation

Examples of Affine Transformations 2D transformation for vectors –Translation is simply ignored

Examples of Affine Transformations 3D rotation

Pivot-Point Rotation Rotation with respect to a pivot point (x,y)

Fixed-Point Scaling Scaling with respect to a fixed point (x,y)

Scaling Direction Scaling along an arbitrary axis

Properties of Affine Transformations Any affine transformation between 3D spaces can be represented as a combination of a linear transformation followed by translation An affine transf. maps lines to lines An affine transf. maps parallel lines to parallel lines An affine transf. preserves ratios of distance along a line An affine transf. does not preserve absolute distances and angles

Review of Affine Frames A frame is defined as a set of vectors {v i | i=1, …, N } and a point o –Set of vectors {v i } are bases of the associate vector space –o is an origin of the frame –N is the dimension of the affine space –Any point p can be written as –Any vector v can be written as

Changing Frames Affine transformations as a change of frame

Changing Frames Affine transformations as a change of frame

Changing Frames In case the xyz system has standard bases

Rigid Transformations A rigid transformation T is a mapping between affine spaces –T maps vectors to vectors, and points to points –T preserves distances between all points –T preserves cross product for all vectors (to avoid reflection) In 3-spaces, T can be represented as

Rigid Body Rotation Rigid body transformations allow only rotation and translation Rotation matrices form SO(3) –Special orthogonal group (Distance preserving) (No reflection)

Rigid Body Rotation R is normalized –The squares of the elements in any row or column sum to 1 R is orthogonal –The dot product of any pair of rows or any pair columns is 0 The rows (columns) of R correspond to the vectors of the principle axes of the rotated coordinate frame

3D Rotation About Arbitrary Axis

1.Translation : rotation axis passes through the origin 2. Make the rotation axis on the z-axis 3. Do rotation 4. Rotation & translation

3D Rotation About Arbitrary Axis Rotate u onto the z-axis

3D Rotation About Arbitrary Axis Rotate u onto the z-axis –u’: Project u onto the yz-plane to compute angle  –u’’: Rotate u about the x-axis by angle  –Rotate u’’ onto the z-asis

3D Rotation About Arbitrary Axis Rotate u’ about the x-axis onto the z-axis –Let u=(a,b,c) and thus u’=(0,b,c) –Let u z =(0,0,1)

3D Rotation About Arbitrary Axis Rotate u’ about the x-axis onto the z-axis –Since we know both cos  and sin , the rotation matrix can be obtained –Or, we can compute the signed angle  –Do not use acos() since its domain is limited to [-1,1]

Euler angles Arbitrary rotation can be represented by three rotation along x,y,z axis

Gimble Hardware implementation of Euler angles Aircraft, Camera

Euler Angles Rotation about three orthogonal axes –12 combinations XYZ, XYX, XZY, XZX YZX, YZY, YXZ, YXY ZXY, ZXZ, ZYX, ZYZ Gimble lock –Coincidence of inner most and outmost gimbles’ rotation axes –Loss of degree of freedom

Euler Angles Euler angles are ambiguous –Two different Euler angles can represent the same orientation –This ambiguity brings unexpected results of animation where frames are generated by interpolation.

Taxonomy of Transformations Linear transformations –3x3 matrix –Rotation + scaling + shear Rigid transformations –SO(3) for rotation –3D vector for translation Affine transformation –3x3 matrix + 3D vector or 4x4 homogenous matrix –Linear transformation + translation Projective transformation –4x4 matrix –Affine transformation + perspective projection

Taxonomy of Transformations Projective Affine Rigid

Composite Transformations Composite 2D Translation

Composite Transformations Composite 2D Scaling

Composite Transformations Composite 2D Rotation

OpenGL Geometric Transformations glMatrixMode(GL_MODELVIEW);

OpenGL Geometric Transformations Construction –glLoadIdentity(); –glTranslatef(tx, ty, tz); –glRotatef(theta, vx, vy, vz); (vx, vy, vz) is automatically normalized –glScalef(sx, sy, sz); –glLoadMatrixf(Glfloat elems[16]); Multiplication –glMultMatrixf(Glfloat elems[16]); –The current matrix is postmultiplied by the matrix –Row major

Hierarchical Modeling A hierarchical model is created by nesting the descriptions of subparts into one another to form a tree organization

OpenGL Matrix Stacks Four matrix modes –Modelview, projection, texture, and color –glGetIntegerv(GL_MAX_MODELVIEW_STACK_DEPTH, stackSize); Stack processing –The top of the stack is the “current” matrix –glPushMatrix(); // Duplicate the current matrix at the top –glPopMatrix(); // Remove the matrix at the top

Programming Assignment #2 Create a hierarchical model using matrix stacks The model should consists of three-dimensional primitives such as polygons, boxes, cylinders, spheres and ellipsoids  Graphics group only: Make your own classes for each primitives and drawing function. Take parameters as an input.  The model should have a hierarchy of at least two levels Animate the model to show the hierarchical structure –Eg) a car driving with rotating wheels –Eg) a runner with arms and legs swing Submit a report of at most three pages –The report should include a tree structure of the model –The report should include the description of each primitive Make it artistically pleasing or technically illustrative