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Geometric Objects and Transformations Chapter 4
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Points, Scalars and Vectors Points - position in space Scalars - real numbers, complex numbers obey a set of rules that are abstractions of arithmetic store values such as distance Vectors - directed line segment Points - position in space Scalars - real numbers, complex numbers obey a set of rules that are abstractions of arithmetic store values such as distance Vectors - directed line segment
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Vector Arithmetic B = 2A C = A + B Head to tail rule E = -A Inverse Zero vector = E + A B = 2A C = A + B Head to tail rule E = -A Inverse Zero vector = E + A
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Point Arithmetic Can’t add p1 + p2 = p3 Can’t multiply p1 * 2 = p2 What can you do to produce a 2nd point from a 1st? p1 + V = p2 V = p2 - p1 Can’t add p1 + p2 = p3 Can’t multiply p1 * 2 = p2 What can you do to produce a 2nd point from a 1st? p1 + V = p2 V = p2 - p1
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Important Vector Concepts Normal Vector A vector at a right angle to a surface. Graphics Usage of Normal Vector Used to figure out similarity of direction which is necessary for lighting More precisely, how much light should fall on a surface is calculated by the similarity of the surface normal and the vector between the light source and the surface. Similarity of direction = vector dot product Normal Vector A vector at a right angle to a surface. Graphics Usage of Normal Vector Used to figure out similarity of direction which is necessary for lighting More precisely, how much light should fall on a surface is calculated by the similarity of the surface normal and the vector between the light source and the surface. Similarity of direction = vector dot product
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Vector Dot Product For vectors of length 1 (unit vectors), the dot product is the length of the projection of one vector onto the other. If the dot product = 1: the vectors point in the same direction 0: the vectors are at right angles -1: the vectors point in opposite directions For vectors of length 1 (unit vectors), the dot product is the length of the projection of one vector onto the other. If the dot product = 1: the vectors point in the same direction 0: the vectors are at right angles -1: the vectors point in opposite directions
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Vector Cross Product The cross product of two vectors A and B is another vector at right angles to the plane created by A and B
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Defining a Coordinate Space Need to know 1.The origin (or displacement vector) 2.The basis vectors - The direction and distance for +1 movement along each axis This definition is relative To plot a point 1.Begin at origin 2.Travel along the x basis vector [direction] scaled by x coord, then along the y basis vector scaled by the y coord, then finally along the z basis vector scaled by the z coord. Need to know 1.The origin (or displacement vector) 2.The basis vectors - The direction and distance for +1 movement along each axis This definition is relative To plot a point 1.Begin at origin 2.Travel along the x basis vector [direction] scaled by x coord, then along the y basis vector scaled by the y coord, then finally along the z basis vector scaled by the z coord.
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Transformations Prior to rendering: view, locate and orient eye / camera position 3D geometry Manage the matrices including the matrix stack Combine (composite) transformations Prior to rendering: view, locate and orient eye / camera position 3D geometry Manage the matrices including the matrix stack Combine (composite) transformations
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Camera Analogy
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Stages of Vertex Transformation
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Transformations 45-degree counterclockwise rotation about the origin around the z-axis a translation down the x-axis 45-degree counterclockwise rotation about the origin around the z-axis a translation down the x-axis
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Order of Transformations transformed vertex is NMLv glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glMultMatrixf(N); /* apply transformation N */ glMultMatrixf(M); /* apply transformation M */ glMultMatrixf(L); /* apply transformation L */ glBegin(GL_POINTS); glVertex3f(v); /* draw transformed vertex v */ glEnd();
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Translation void glTranslate{fd} (TYPE x, TYPE y, TYPE z); Multiplies the current matrix by a matrix that moves (translates) an object by the given x, y, and z values void glTranslate{fd} (TYPE x, TYPE y, TYPE z); Multiplies the current matrix by a matrix that moves (translates) an object by the given x, y, and z values
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Rotation void glRotate{fd}(TYPE angle, TYPE x, TYPE y, TYPE z); Multiplies the current matrix by a matrix that rotates an object in a counterclockwise direction about the ray from the origin through the point (x, y, z). The angle parameter specifies the angle of rotation in degrees. void glRotate{fd}(TYPE angle, TYPE x, TYPE y, TYPE z); Multiplies the current matrix by a matrix that rotates an object in a counterclockwise direction about the ray from the origin through the point (x, y, z). The angle parameter specifies the angle of rotation in degrees.
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Scale void glScale{fd} (TYPEx, TYPE y, TYPEz); Multiplies the current matrix by a matrix that stretches, shrinks, or reflects an object along the axes. void glScale{fd} (TYPEx, TYPE y, TYPEz); Multiplies the current matrix by a matrix that stretches, shrinks, or reflects an object along the axes.
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Vectors 1 2 3 2 + 3 = 5 3 4 7
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Matrices Rectangular array of numbers A vector in 3 space is a n x 1 matrix or columnvector. Multiplication Rectangular array of numbers A vector in 3 space is a n x 1 matrix or columnvector. Multiplication 1 0 0 0 0 1 0 0 x 0 0 0 0 1/k 1 Cos α 0 sin α 0 0 1 0 m -sin α 0 cos α n 0 0 0 1 131131
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Matrix Multiplication A is an n x m matrix with entries a ij B is an m x p matrix with entries b ij AB is an n x p matrix with entries c ij m c ij = a is b sj s=1 A is an n x m matrix with entries a ij B is an m x p matrix with entries b ij AB is an n x p matrix with entries c ij m c ij = a is b sj s=1
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2D Transformations Translation: Pf = T + P x f = x o + dx y f = y o + dy Rotation: Pf = R · P x f = x o * cos - y o *sin y f = x o * sin + y o *cos Scale: Pf = S · P x f = sx * x o y f = sy * y o Translation: Pf = T + P x f = x o + dx y f = y o + dy Rotation: Pf = R · P x f = x o * cos - y o *sin y f = x o * sin + y o *cos Scale: Pf = S · P x f = sx * x o y f = sy * y o
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Homogeneous Coordinates Want to treat all transforms in a consistent way so they can be combined easily Developed in geometry (‘46 in cambridge) and applied to graphics Add a third coordinate to a point (x, y, w) (x1, y1, w1) is the same point as (x2, y2, w2) if one is a multiple of another Homogenize a point by dividing by w Want to treat all transforms in a consistent way so they can be combined easily Developed in geometry (‘46 in cambridge) and applied to graphics Add a third coordinate to a point (x, y, w) (x1, y1, w1) is the same point as (x2, y2, w2) if one is a multiple of another Homogenize a point by dividing by w
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Homogeneous Coordinates 1 0 dxx 0 1 dy · y 0 0 11 1 * x+ 0 * y + dx * 1 0 * x+ 1 * y + dy * 1 0 * x+ 0 * y + 1 * 1 1 0 dxx 0 1 dy · y 0 0 11 1 * x+ 0 * y + dx * 1 0 * x+ 1 * y + dy * 1 0 * x+ 0 * y + 1 * 1
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Homogeneous Coordinates 1 0 dxx 0 1 dy · y 0 0 11 1 0 dxx 0 1 dy · y 0 0 11
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Homogeneous Coordinates sx 0 0 x 0 sy 0 · y 0 0 1 1 sx 0 0 x 0 sy 0 · y 0 0 1 1
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Homogeneous Coordinates Cos -sin 0 x sin cos 0 · y 0 0 1 1 Cos -sin 0 x sin cos 0 · y 0 0 1 1
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Homogeneous Coordinates 1 0 0 x x 0 1 0 · y = y 0 0 1 1 1 Identity Maxtrix x point p = point p 1 0 0 x x 0 1 0 · y = y 0 0 1 1 1 Identity Maxtrix x point p = point p
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Combining 2D Transformations Rotate a house about the origin Rotate the house about one of its corners translate so that a corner of the house is at the origin rotate the house about the origin translate so that the corner returns to its original position Rotate a house about the origin Rotate the house about one of its corners translate so that a corner of the house is at the origin rotate the house about the origin translate so that the corner returns to its original position
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OpenGL Buffers Color can be divided into front and back for double buffering Alpha Depth Stencil Accumulation Color can be divided into front and back for double buffering Alpha Depth Stencil Accumulation
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Double Buffering
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Animating Using Double Buffering Request a double buffered color buffer glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE); Clear color buffer glClear(GL_COLOR_BUFFER_BIT); Render Scene Request swap of front and back buffers glutSwapBuffers(); Repeat steps 2-4 for animation. Request a double buffered color buffer glutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE); Clear color buffer glClear(GL_COLOR_BUFFER_BIT); Render Scene Request swap of front and back buffers glutSwapBuffers(); Repeat steps 2-4 for animation.
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Depth Buffering
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3D Coords --> Raster coords Transformations Clipping Viewport transformation. Transformations Clipping Viewport transformation.
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GLUT Solids Sphere Cube Cone Torus Dodecahedron Octahedron Tetrahedron Icosahedron Teapot Sphere Cube Cone Torus Dodecahedron Octahedron Tetrahedron Icosahedron Teapot
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glutSolidSphere and glutWireSphere void glutSolidSphere(GLdouble radius, GLint slices, GLint stacks); radius - The radius of the sphere. slices - The number of subdivisions around the Z axis (similar to lines of longitude). stacks - The number of subdivisions along the Z axis (similar to lines of latitude). void glutSolidSphere(GLdouble radius, GLint slices, GLint stacks); radius - The radius of the sphere. slices - The number of subdivisions around the Z axis (similar to lines of longitude). stacks - The number of subdivisions along the Z axis (similar to lines of latitude).
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glutSolidCube and glutWireCube void glutSolidCube(GLdouble size); size – length of sides void glutSolidCube(GLdouble size); size – length of sides
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glutSolidCone and glutWireCone void glutSolidCone(GLdouble base, GLdouble height, GLint slices, GLint stacks); base - The radius of the base of the cone. height - The height of the cone. slices - The number of subdivisions around the Z axis. stacks - The number of subdivisions along the Z axis. void glutSolidCone(GLdouble base, GLdouble height, GLint slices, GLint stacks); base - The radius of the base of the cone. height - The height of the cone. slices - The number of subdivisions around the Z axis. stacks - The number of subdivisions along the Z axis.
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glutSolidTorus and glutWireTorus void glutSolidTorus(GLdouble innerRadius,GLdouble outerRadius, GLint nsides, GLint rings); innerRadius - Inner radius of the torus. outerRadius - Outer radius of the torus. nsides - Number of sides for each radial section. rings - Number of radial divisions for the torus. void glutSolidTorus(GLdouble innerRadius,GLdouble outerRadius, GLint nsides, GLint rings); innerRadius - Inner radius of the torus. outerRadius - Outer radius of the torus. nsides - Number of sides for each radial section. rings - Number of radial divisions for the torus.
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glutSolidDodecahedron and glutWireDodecahedron void glutSolidDodecahedron(void);
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glutSolidOctahedron and glutWireOctahedron. void glutSolidOctahedron(void);
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glutSolidTetrahedron and glutWireTetrahedron void glutSolidTetrahedron(void);
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glutSolidIcosahedron and glutWireIcosahedron void glutSolidIcosahedron(void);
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glutSolidTeapot and glutWireTeapot void glutSolidTeapot(GLdouble size); size - Relative size of the teapot. void glutSolidTeapot(GLdouble size); size - Relative size of the teapot.
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Homework Project part 2 due 2/19 Turn in a program that, at a minimum, draws your initial scene. Project part 2 due 2/19 Turn in a program that, at a minimum, draws your initial scene.
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