Cornell CS465 Fall 2004 Lecture 9© 2004 Steve Marschner 1 3D Transformations CS 465 Lecture 9.

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Presentation transcript:

Cornell CS465 Fall 2004 Lecture 9© 2004 Steve Marschner 1 3D Transformations CS 465 Lecture 9

Cornell CS465 Fall 2004 Lecture 9© 2004 Steve Marschner 2 Translation x z y X Z Y TZTZ TXTX TYTY P = (x, y, z) P  = (x , y , z  )

Cornell CS465 Fall 2004 Lecture 9© 2004 Steve Marschner 3 Scaling X Z Y X Z Y SZSZ SXSX SYSY P = (x, y, z) P  = (x , y , z  )

Cornell CS465 Fall 2004 Lecture 9© 2004 Steve Marschner 4 X Z Y X Z Y Rotation about z axis  P = (x, y, z) P  = (x , y , z  )

Cornell CS465 Fall 2004 Lecture 9© 2004 Steve Marschner 5 X Z Y X Z Y Rotation about x axis  P = (x, y, z) P  = (x , y , z  )

Cornell CS465 Fall 2004 Lecture 9© 2004 Steve Marschner 6 X Z Y X Z Y Rotation about y axis  P = (x, y, z) P  = (x , y , z  )

Cornell CS465 Fall 2004 Lecture 9© 2004 Steve Marschner 7 General rotations A rotation in 2D is around a point A rotation in 3D is around an axis –so 3D rotation is w.r.t an an orientation as well as a position Compute by composing elementary transforms –transform rotation axis to align with x axis –apply rotation –inverse transform back into position Just as in 2D this can be interpreted as a similarity transform

Cornell CS465 Fall 2004 Lecture 9© 2004 Steve Marschner 8 Building general rotations Using elementary transforms you need three –translate axis to pass through origin –rotate about y to get into x-y plane –rotate about z to align with x axis Alternative: construct frame and change coordinates –choose p, u, v, w to be orthonormal frame with p and u matching the rotation axis –apply similarity transform T = F R x (  ) F –1

Cornell CS465 Fall 2004 Lecture 9© 2004 Steve Marschner 9 Orthonormal frames in 3D Useful tools for constructing transformations Recall rigid motions –affine transforms with pure rotation –columns (and rows) form right handed ONB that is, an orthonormal basis

Cornell CS465 Fall 2004 Lecture 9© 2004 Steve Marschner 10 Building 3D frames Given a vector a and a secondary vector b –The u axis should be parallel to a; the u–v plane should contain b u = u / ||u|| w = u x b; w = w / ||w|| v = w x u Given just a vector a –The u axis should be parallel to a; don’t care about orientation about that axis Same process but choose arbitrary b first Good choice is not near a: e.g. set smallest entry to 1

Cornell CS465 Fall 2004 Lecture 9© 2004 Steve Marschner 11 Building general rotations Alternative: construct frame and change coordinates –choose p, u, v, w to be orthonormal frame with p and u matching the rotation axis –apply similarity transform T = F R x (  ) F –1 –interpretation: move to x axis, rotate, move back –interpretation: rewrite u-axis rotation in new coordinates –(each is equally valid)

Cornell CS465 Fall 2004 Lecture 9© 2004 Steve Marschner 12 Transforming normal vectors Transforming surface normals –differences of points (and therefore tangents) transform OK –normals do not