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Graphics Programming Graphics Programming: Transformations
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Transformation (Isometry) Translations Rotations Scaling Mirror
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Transformations One example of a transformation is the window to viewport transformation. Here we have seen an image in the world window scaled and translated (moved) into a viewport window. We can build on this transformation to allow us to move objects to more complex locations.
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Transformations A Transformation consists of: a Rotation a Scaling and a Translation a Shearing They occur in 2D and 3D
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Transformations Transformations allow for: scene composition
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Transformations Transformations allow for: easily create symmetrical objects
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Transformations Transformations allow for: viewing objects at different angles computer animation where several objects need to move relative to one another
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Translation
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Scaling
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Rotation
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Reflection (flip)
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Combining Transforms
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Transforming Points A transformation simply takes a point and maps it to another location.
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Transforming Points In the 2D case this means…. Q = M(P) where M is some mapping matrix P Q
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Matrices : Addition
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Matrices : Multiplication 2x - y + 2z = 1 x + 2y - 4z = 3 3x - y + z = 0
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Matrices : Multiplication
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Matrices : Rotation
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Matrices :Identity Matrix 100 0 10 0 01 234475528234475528 = 234475528234475528 x
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Further Reading See Rowe – Chapter 2 for a discussion on homogenous coordinates and further examples of matrix transformations. Also see discussions and technical articles on: www.gamedeveloper.com www.gamedev.net www.ddj.com Dr. Dobb’s Journal - been around since 1976
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