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

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Presentation on theme: "1 Geometrical Transformation 2 Outline General Transform 3D Objects Quaternion & 3D Track Ball."— Presentation transcript:

1

2 1 Geometrical Transformation

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

4 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

5 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

6 5 2-D Transformations

7 6

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10 9

11 10 2-D Transformations

12 11 Basic 2D Transformations

13 12 Basic 2D Transformations

14 13 Basic 2D Transformations

15 14 Rotation around the origin (2-D)

16 15 Rotation around the origin (2-D)

17 16 Rotation around the origin (2-D)

18 17 Rotation (3-D)

19 18 Rotation (3-D)

20 19 Basic 2D Transformations

21 20 Basic 2D Transformations

22 21 Basic 2D Transformations

23 22 Matrix Representation

24 23 Matrix Representation

25 24 2x2 Matrix

26 25Scaling

27 26 Scaling Around A Point

28 27 2x2 Matrix

29 28 Shear (2-D)

30 29 Shear (3-D)

31 30 2x2 Matrix

32 31 2x2 Matrix

33 32 2D Translation

34 33 Basic 2D Transformations

35 34 Homogeneous Coordinates

36 35 Linear Transformations

37 36 Affine Transformations

38 37 Projective Transformations

39 38 Matrix Composition

40 39 Matrix Composition

41 40 Matrix Composition

42 41 Matrix Composition

43 42 3D Transformations

44 43 Basic 3D Transformations

45 44 Basic 3D Transformations

46 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.

47 46 Developing the General Rotation Matrix

48 47 Developing the General Rotation Matrix

49 48 Developing the General Rotation Matrix

50 49 Developing the General Rotation Matrix

51 50 Developing the General Rotation Matrix

52 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

53 52 Developing the General Rotation Matrix Another problem is: rotation interpolation is not easy and not good reported in many papers.

54 53

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56 55 Angular displacement glRotate( , Ax,Ay,Az) (,n) defines an angular displacement of  about an axis u or n for rotating a vector v

57 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

58 57

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62 61 Inverse Transformation

63 62 Inverse Transformation

64 63 Transform points, lines, planes etc.

65 64 Transforming Normals

66 65 Transformation Hierarchies

67 66 OpenGL transformation Matrices

68 67 OpenGL transformation Matrices

69 68 OpenGL transformation Matrices

70 69 OpenGL transformation Matrices

71 70 Transformation Example 1

72 71 Transformation Example 2

73 72 Transformation Example 2

74 73 Hierarchical Scene Graph This topics will be taught in future or the next semester!!

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87 86Applications

88 87 Applications

89 88 Applications

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