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Computer Graphics Lecture 15 Fasih ur Rehman. Last Class Combining Transformations Affine versus Rigid body Transformations Homogenous Transformations.

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Presentation on theme: "Computer Graphics Lecture 15 Fasih ur Rehman. Last Class Combining Transformations Affine versus Rigid body Transformations Homogenous Transformations."— Presentation transcript:

1 Computer Graphics Lecture 15 Fasih ur Rehman

2 Last Class Combining Transformations Affine versus Rigid body Transformations Homogenous Transformations

3 Today’s Agenda Homogeneous transformations Types of Transformations – Linear Transformations – Affine Transformations – Projective Transformations

4 Homogenous Coordinate System Basic 2D transformations in 3D are – Translation

5 Scaling as 3x3

6 Rotation as 3x3

7 Shear as 3x3

8 Linear Transformations Combination of Scaling, rotation and shear are linear transformations Linear Transformations satisfy following – Origin maps origin – Lines maps lines – Parallelism is preserved – Ratios remain the same

9 Affine Transformations Affine transformations are combinations of linear transformations and Translation Affine transformations obey the following – Origin does not necessarily map the origin – Lines maps lines – Parallelism is preserved – Ratios remain the same

10 Projective Transformations Affine Transformations and projective warps form projective transformation Projective Transformations obey the following – Origin does not necessarily map the origin – Lines maps lines – Parallelism is not preserved – Ratios remain are not the same – Closed under composition

11 Matrix Composition Homogenous transformations can also be combined by Matrix multiplication

12 Example

13

14 Multiplication Order Scaling, Rotation and then translation

15 Summary Homogeneous transformations Types of Transformations – Linear Transformations – Affine Transformations – Projective Transformations

16 References Fundamentals of Computer Graphics Third Edition by Peter Shirley and Steve Marschner Interactive Computer Graphics, A Top-down Approach with OpenGL (Sixth Edition) by Edward Angel.


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