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Geometric Objects and Transformation
Chapter 4 Geometric Objects and Transformation
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Objectives Introduce the elements of geometry
Scalars Vectors Points Develop mathematical operations among them in a coordinate-free manner Define basic primitives Line segments Polygons
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Basic Elements Geometry is the study of the relationships among objects in an n-dimensional space In computer graphics, we are interested in objects that exist in three dimensions Want a minimum set of primitives from which we can build more sophisticated objects We will need three basic elements Scalars Vectors Points
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Scalars Scalars can be defined as members of sets which can be combined by two operations (addition and multiplication) obeying some fundamental axioms (associativity, commutivity, inverses) Examples include the real and complex number under the ordinary rules with which we are familiar Scalars alone have no geometric properties
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Vectors Physical definition: a vector is a quantity with two attributes Direction Magnitude Directed line segments Examples include Force Velocity Directed Line segment
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Vector Operations Every vector has an inverse
Same magnitude but points in opposite direction Every vector can be multiplied by a scalar There is a zero vector Zero magnitude, undefined orientation The sum of any two vectors is a vector Use head-to-tail axiom v=u+w w v v -v u
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Vectors Lack Position These vectors are identical
Same length and magnitude Vectors spaces insufficient for geometry Need points
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Points Location in space Operations allowed between points and vectors
Point-point subtraction yields a vector Equivalent to point-vector addition v=P-Q P=v+Q
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Coordinate-Free Geometry
Objects without coordinate system Objects and coordinate system
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Linear Vector and Euclidean Spaces
Mathematical system for manipulating vectors Operations Scalar-vector multiplication u=v Vector-vector addition: w=u+v 1 • P = P 0 • P = 0 (zero vector) Expressions such as v=u+2w-3r Euclidean space is an extension of vector space that adds a measure of size of distance
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Affine Spaces Point + a vector space Operations Vector-vector addition
Scalar-vector multiplication Point-vector addition Scalar-scalar operations
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The Computer-Science View
Abstract data types(ADTs) vector u, v; point p, q; scalar a, b; In C++, by using classes and overloading operator, we could write: q = p + a*v;
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Geometric ADTs Textbook notations: |v| = |||v|, v = P – Q P = v + Q
, , denote scalars P, Q, R define points u, v, w denote vectors |v| = |||v|, v = P – Q P = v + Q
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Lines Consider all points of the form P(a)=P0 + a d
Set of all points that pass through P0 in the direction of the vector d
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Parametric Form This form is known as the parametric form of the line
More robust and general than other forms Extends to curves and surfaces Two-dimensional forms Explicit: y = mx +h Implicit: ax + by +c =0 Parametric: x(a) = ax0 + (1-a)x1 y(a) = ay0 + (1-a)y1
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Rays and Line Segments If a >= 0, then P(a) is the ray leaving P0 in the direction d If we use two points to define v, then P( a) = Q + a (R-Q)=Q+av =aR + (1-a)Q For 0<=a<=1 we get all the points on the line segment joining R and Q
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Space Partitioning p=u+v E F v B A u C D E: >=0, >=0, + =1
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Convexity An object is convex iff for any two points in the object all points on the line segment between these points are also in the object P P Q Q
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Affine Sums Consider the “sum” P=a1P1+a2P2+…..+anPn
Can show by induction that this sum makes sense iff a1+a2+…..an=1 in which case we have the affine sum of the points P1,P2,…..Pn If, in addition, ai>=0, we have the convex hull of P1,P2,…..Pn
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Convex Hull Smallest convex object containing P1,P2,…..Pn
Formed by “shrink wrapping” points
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Dot and Cross: Products
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Linear Independence A set of vectors v1, v2, …, vn is linearly independent if v1+v2+..vn=0 iff a1=a2=…=0 If a set of vectors is linearly independent, we cannot represent one in terms of the others If a set of vectors is linearly dependent, as least one can be written in terms of the others
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Dimension In a vector space, the maximum number of linearly independent vectors is fixed and is called the dimension of the space In an n-dimensional space, any set of n linearly independent vectors form a basis for the space Given a basis v1, v2,…., vn, any vector v can be written as v=a1v1+ a2v2 +….+anvn where the {ai} are unique
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Planes and Normals (P(a, b)-P) n=0
Every plane has a vector n normal (perpendicular, orthogonal) to it From point-two vector form P(a,b)=R+au+bv, we know we can use the cross product to find n = u v and the equivalent form (P(a, b)-P) n=0 Assume P=(x0, y0, z0) and n=(nx, ny, nz), then the plane equation= nxx+nyy+nzz=nx0+ny0+nz0
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Three-Dimensional Primitives
Hollow objects Objects can be specified by vertices Simple and flat polygons (triangles) Constructive Solid Geometry (CSG) 3D curves 3D surfaces Volumetric Objects
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Constructive Solid Geometry
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Representation Until now we have been able to work with geometric entities without using any frame of reference, such a coordinate system Need a frame of reference to relate points and objects to our physical world. For example, where is a point? Can’t answer without a reference system World coordinates Camera coordinates
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Coordinate Systems Consider a basis v1, v2,…., vn
A vector is written v=a1v1+ a2v2 +….+anvn The list of scalars {a1, a2, …. an}is the representation of v with respect to the given basis We can write the representation as a row or column array of scalars a=[a1 a2 …. an]T=
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Example v=2v1+3v2-4v3 a=[2 3 –4] Note that this representation is with respect to a particular basis For example, in OpenGL we start by representing vectors using the world basis but later the system needs a representation in terms of the camera or eye basis
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Problem in Coordinate Systems
Which is correct? Both are because vectors have no fixed location v v
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Frames – 1/2 Coordinate System is insufficient to present points
If we work in an affine space we can add a single point, the origin, to the basis vectors to form a frame
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Frames – 2/2 Frame determined by (P0, v1, v2, v3)
Within this frame, every vector can be written as v=a1v1+ a2v2 +….+anvn Every point can be written as P = P0 + b1v1+ b2v2 +….+bnvn
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Representations and N-tuples
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Change of Coordinate Systems
Consider two representations of a the same vector with respect to two different bases. The representations are a=[a1 a2 a3 ] b=[b1 b2 b3] where v=a1v1+ a2v2 +a3v3 = [a1 a2 a3] [v1 v2 v3] T =b1u1+ b2u2 +b3u3 = [b1 b2 b3] [u1 u2 u3] T
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Representing Second Basis in terms of the First
Each of the basis vectors, u1,u2, u3, are vectors that can be represented in terms of the first basis u1 = g11v1+g12v2+g13v3 u2 = g21v1+g22v2+g23v3 u3 = g31v1+g32v2+g33v3 v
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Matrix Form The coefficients define a 3 x 3 matrix and the basis can be related by see text for numerical examples M = a=MTb b=(MT)-1a
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Confusing Points and Vectors
Consider the point and the vector P = P0 + b1v1+ b2v2 +….+bnvn v=a1v1+ a2v2 +….+anvn They appear to have the similar representations P=[b1 b2 b3] v=[a1 a2 a3] which confuse the point with the vector A vector has no position v p v can place anywhere fixed
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A Single Representation
If we define 0•P = 0 and 1•P =P then we can write v=a1v1+ a2v2 +a3v3 = [a1 a2 a3 0 ] [v1 v2 v3 P0] T P = P0 + b1v1+ b2v2 +b3v3= [b1 b2 b3 1 ] [v1 v2 v3 P0] T Thus we obtain the four-dimensional homogeneous coordinate representation v = [a1 a2 a3 0 ] T P = [b1 b2 b3 1 ] T
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Homogeneous Coordinates
The general form of four dimensional homogeneous coordinates is p=[x y x w] T We return to a three dimensional point (for w0) by xx/w yy/w zz/w If w=0, the representation is that of a vector Note that homogeneous coordinates replaces points in three dimensions by lines through the origin in four dimensions
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Homogeneous Coordinates and Computer Graphics
Homogeneous coordinates are key to all computer graphics systems All standard transformations (rotation, translation, scaling) can be implemented by matrix multiplications with 4 x 4 matrices Hardware pipeline works with 4 dimensional representations For orthographic viewing, we can maintain w=0 for vectors and w=1 for points For perspective we need a perspective division
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Change of Frames We can apply a similar process in homogeneous coordinates to the representations of both points and vectors Consider two frames Any point or vector can be represented in each u2 u1 v2 Q0 P0 v1 u3 v3
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Representing One Frame in Terms of the Other
Extending what we did with change of bases u1 = g11v1+g12v2+g13v3 u2 = g21v1+g22v2+g23v3 u3 = g31v1+g32v2+g33v3 Q0 = g41v1+g42v2+g43v3 +g44P0 using a 4 x 4 matrix: M =
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Working with Representations
Within the two frames any point or vector has a representation of the same form a=[a1 a2 a3 a4 ] in the first frame b=[b1 b2 b3 b4 ] in the second frame where a4 = b4 = 1 for points and a4 = b4 = 0 for vectors and The matrix M is 4 x 4 and specifies an affine transformation in homogeneous coordinates a=MTb
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Frames and ADTs – 1/3 point3 p, q; vector3 v, u; In C++, through overloading, q=p+v; u=p-q; are valid, but q=v; u=p+q; are not!
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Frames and ADTs – 2/3 typedef float point3[4]; typedef float point2[4]; /* making a 2D point a special 3D point */ How do we initialize a point? p={1.0, 2.0, 3.0}; /* implementation dependent! */
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Frames and ADTs – 3/3 Solutions:
initialize a point through a function: p = new_point3(1.0, 2.0, 3.0); All operations are done through functions: point3 p, q; vector3 v; /* frame f; */ v = point_sub(p, q); /* v = point_sub(p, q, f); */
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Frames in OpenGL When we work with representations, we work with n-tuples or arrays of scalars Changes in frame are then defined by 4 x 4 matrices In OpenGL, the base frame that we start with is the world frame Eventually we represent entities in the camera frame by changing the world representation using the model-view matrix Initially these frames are the same (M=I)
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Positioning the World Frame – 1/2
If objects are on both sides of z=0, we should move the world frame M =
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Positioning the World Frame – 2/2
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Modeling of a Colored Cube
Converting to the camera frame Clipping Projecting Removing hidden surfaces Rasterizing Demo
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Objectives Introduce simple data structures for building polygonal models Vertex lists Edge lists OpenGL vertex arrays
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Representing a Mesh Consider a mesh There are 8 nodes and 12 edges
v5 Consider a mesh There are 8 nodes and 12 edges 5 interior polygons 6 interior (shared) edges Each vertex has a location vi = (xi yi zi) v6 e3 e9 e8 v8 v4 e1 e11 e10 v7 e4 e7 v1 e12 v2 v3 e6 e5
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Simple Representation
List all polygons by their geometric locations Leads to OpenGL code such as Inefficient and unstructured Consider moving a vertex to a new locations glBegin(GL_POLYGON); glVertex3f(x1, x1, x1); glVertex3f(x6, x6, x6); glVertex3f(x7, x7, x7); glEnd();
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Modeling of a Cube typedef GLfloat point3[3]; point3 vertices[8][3] = {-1.0,-1.0,-1.0},{1.0,-1.0,-1.0}, {1.0,1.0,-1.0}, {-1.0,1.0,-1.0}, {-1.0,-1.0,1.0}, {1.0,-1.0,1.0}, {1.0,1.0,1.0}, {-1.0,1.0,1.0}}; glBegin(GL_POLYGON); glVertex3fv(vertices[0]); glVertex3fv(vertices[3]); glVertex3fv(vertices[2]); glVertex3fv(vertices[1]); glEnd(); OpenGL: glVertex3f 4D form
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Inward and Outward Facing Polygons
The order {v0, v3, v2, v1} and {v1, v0, v3, v2} are equivalent in that the same polygon will be rendered by OpenGL but the order {{v0, v1, v2, v3} is different The first two describe outwardly facing polygons Use the right-hand rule = counter-clockwise encirclement of outward-pointing normal OpenGL treats inward and outward facing polygons differently
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Geometry versus Topology
Generally it is a good idea to look for data structures that separate the geometry from the topology Geometry: locations of the vertices Topology: organization of the vertices and edges Example: a polygon is an ordered list of vertices with an edge connecting successive pairs of vertices and the last to the first Topology holds even if geometry changes
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Vertex Lists Put the geometry in an array
Use pointers from the vertices into this array Introduce a polygon list ,z0 Each location appears only once!
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The Color Cube – 1/3 Model a color cube for rotating cube program Define global arrays for vertices and colors typedef GLfloat point3[3]; point3 vertices[8][3] = {{-1.0,-1.0,-1.0},{1.0,-1.0,-1.0}, {1.0,1.0,-1.0}, {-1.0,1.0,-1.0}, {-1.0,-1.0,1.0}, {1.0,-1.0,1.0}, {1.0,1.0,1.0}, {-1.0,1.0,1.0}}; GLfloat colors[8][3] = {{0.0,0.0,0.0},{1.0,0.0,0.0}, {1.0,1.0,0.0}, {0.0,1.0,0.0}, {0.0,0.0,1.0}, {1.0,0.0,1.0}, {1.0,1.0,1.0}, {0.0,1.0,1.0}};
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The Color Cube – 2/3 void quad(int a, int b, int c , int d) {
glBegin(GL_POLYGON); glColor3fv(colors[a]); glVertex3fv(vertices[a]); glColor3fv(colors[b]); glVertex3fv(vertices[b]); glColor3fv(colors[c]); glVertex3fv(vertices[c]); glColor3fv(colors[d]); glVertex3fv(vertices[d]); glEnd(); } Color each vertex accordingly
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The Color Cube – 3/3 Note that vertices are ordered so that
void colorcube( ) { polygon(0,3,2,1); polygon(2,3,7,6); polygon(0,4,7,3); polygon(1,2,6,5); polygon(4,5,6,7); polygon(0,1,5,4); } Note that vertices are ordered so that we obtain correct outward facing normals 5 6 2 1 7 4 3
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Bilinear Interpolation
Assuming a linear variation, then we can make use of the same interpolation coefficients in coordinates for the interpolation of other attributes.
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Scan-line Interpolation
A polygon is filled only when it is displayed It is filled scan line by scan line Can be used for other associated attributes with each vertex
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Efficiency The weakness of our approach is that we are building the model in the application and must do many function calls to draw the cube Drawing a cube by its faces in the most straight forward way requires 6 glBegin, 6 glEnd 6 glColor 24 glVertex More if we use texture and lighting
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Vertex Arrays OpenGL provides a facility called vertex arrays that allow us to store array data in the implementation Six types of arrays supported Vertices Colors Color indices Normals Texture coordinates Edge flags We will need only colors and vertices
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Initialization Using the same color and vertex data, first we enable
glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); Identify location of arrays glVertexPointer(3, GL_FLOAT, 0, vertices); glColorPointer(3, GL_FLOAT, 0, colors); data array data contiguous 3d arrays stored as floats
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Mapping Indices to Faces
Form an array of face indices Each successive four indices describe a face of the cube Draw through glDrawElements which replaces all glVertex and glColor calls in the display callback GLubyte cubeIndices[24] = {0,3,2,1,2,3,7,6 0,4,7,3,1,2,6,5,4,5,6,7,0,1,5,4};
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Drawing the Cube Method 1: Method 2: number of indices what to draw
for(i=0; i<6; i++) glDrawElements(GL_POLYGON, 4, GL_UNSIGNED_BYTE, &cubeIndices[4*i]); format of index data start of index data glDrawElements(GL_QUADS, 24, GL_UNSIGNED_BYTE, cubeIndices); Draws cube with 1 function call!!
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General Transformations
A transformation maps points to other points and/or vectors to other vectors
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Linear Function (Transformation)
Transformation matrix for homogeneous coordinate system:
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Affine Transformations – 1/2
Line preserving Characteristic of many physically important transformations Rigid body transformations: rotation, translation Scaling, shear Importance in graphics is that we need only transform endpoints of line segments and let implementation draw line segment between the transformed endpoints
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Affine Transformations – 2/2
Every linear transformation (if the corresponding matrix is nonsingular) is equivalent to a change in frames However, an affine transformation has only 12 degrees of freedom because 4 of the elements in the matrix are fixed and are a subset of all possible 4 x 4 linear transformations
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Translation Move (translate, displace) a point to a new location
Displacement determined by a vector d Three degrees of freedom P’=P+d P´ d P
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How Many Ways? Although we can move a point to a new location in infinite ways, when we move many points there is usually only one way object translation: every point displaced by same vector
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Rotation (2D) – 1/2 Consider rotation about the origin by q degrees
radius stays the same, angle increases by q x´ = r cos (f + q) = r cosf cosq - r sinf sinq y´ = r sin (f + q) = r cosf sinq + r sinf cosq x´ =x cos q –y sin q y´ = x sin q + y cos q x = r cos f y = r sin f
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Rotation (2D) – 2/2 Using the matrix form: There is a fixed point
Could be extended to 3D Positive direction of rotation is counterclockwise 2D rotation is equivalent to 3D rotation about the z-axis
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(Non-)Rigid-Body Transformation
Translation and rotation are rigid-body transformation Non-rigid-body transformations
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Scaling x´=sxx y´=syx z´=szx Uniform and non-uniform scaling
Expand or contract along each axis (fixed point of origin) x´=sxx y´=syx z´=szx Uniform and non-uniform scaling
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Reflection corresponds to negative scale factors sx = -1 sy = 1
original sx = -1 sy = -1 sx = 1 sy = -1
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Transformation in Homogeneous Coordinates
With a frame, each affine transformation is represented by a 44 matrix of the form:
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Translation Using the homogeneous coordinate representation in some frame p=[ x y z 1]T p´=[x´ y´ z´ 1]T d=[dx dy dz 0]T Hence p´= p + d or x´=x+dx y´=y+dy z´=z+dz note that this expression is in four dimensions and expresses that point = vector + point
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Translation Matrix We can also express translation using a 4 x 4 matrix T in homogeneous coordinates p´=Tp where This form is better for implementation because all affine transformations can be expressed this way and multiple transformations can be concatenated together
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Rotation about the Z axis
Rotation about z axis in three dimensions leaves all points with the same z Equivalent to rotation in two dimensions in planes of constant z or in homogeneous coordinates p’=Rz(q)p x´=x cos q –y sin q y´= x sin q + y cos q z´=z
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Rotation Matrix
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Rotation about X and Y axes
Same argument as for rotation about z axis For rotation about x axis, x is unchanged For rotation about y axis, y is unchanged
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Scaling Matrix x´=sxx y´=syx z´=szx p´=Sp
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Shear Helpful to add one more basic transformation
Equivalent to pulling faces in opposite directions
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Shear Matrix Consider simple shear along x axis x’ = x + y cot q
y’ = y z’ = z
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Inverses Although we could compute inverse matrices by general formulas, we can use simple geometric observations Translation: T-1(dx, dy, dz) = T(-dx, -dy, -dz) Rotation: R -1(q) = R(-q) Holds for any rotation matrix Note that since cos(-q) = cos(q) and sin(-q)=-sin(q) R -1(q) = R T(q) Scaling: S-1(sx, sy, sz) = S(1/sx, 1/sy, 1/sz)
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Concatenation We can form arbitrary affine transformation matrices by multiplying together rotation, translation, and scaling matrices Because the same transformation is applied to many vertices, the cost of forming a matrix M=ABCD is not significant compared to the cost of computing Mp for many vertices p The difficult part is how to form a desired transformation from the specifications in the application
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Order of Transformations
Note that matrix on the right is the first applied Mathematically, the following are equivalent p´ = ABCp = A(B(Cp)) Note many references use column matrices to present points. In terms of column matrices p´T = pTCTBTAT
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Rotation about a Fixed Point and about the Z axis
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Sequence of Transformations
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General Rotation about the Origin
A rotation by q about an arbitrary axis can be decomposed into the concatenation of rotations about the x, y, and z axes R(q) = Rx() Ry() Rz() y , , are called the Euler angles v q Note that rotations do not commute We can use rotations in another order but with different angles x z
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Decomposition of General Rotation
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The Instance Transformation
In modeling, we often start with a simple object centered at the origin, oriented with the axis, and at a standard size We apply an instance transformation to its vertices to Scale Orient Locate Display lists
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Rotation about an Arbitrary Axis – 1/3
1. Move the fixed point to the origin 2. Rotate through a sequence of rotations
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Rotation about an Arbitrary Axis – 2/3
Final rotation matrix: Normalize u:
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Rotation about an Arbitrary Axis – 3/3
Rotate the line segment to the plane of y=0, and the line segment is foreshortened to: Rotate clockwise about the y-axis, so: Final transformation matrix:
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OpenGL Matrices In OpenGL matrices are part of the state Three types
Model-View (GL_MODEL_VIEW) Projection (GL_PROJECTION) Texture (GL_TEXTURE) (ignore for now) Single set of functions for manipulation Select which to manipulated by glMatrixMode(GL_MODEL_VIEW); glMatrixMode(GL_PROJECTION);
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Current Transformation Matrix (CTM)
Conceptually there is a 4 x 4 homogeneous coordinate matrix, the current transformation matrix (CTM) that is part of the state and is applied to all vertices that pass down the pipeline The CTM is defined in the user program and loaded into a transformation unit C p´=Cp p vertices CTM vertices
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CTM Operations The CTM can be altered either by loading a new CTM or by postmutiplication Load an identity matrix: C I Load an arbitrary matrix: C M Load a translation matrix: C T Load a rotation matrix: C R Load a scaling matrix: C S Postmultiply by an arbitrary matrix: C CM Postmultiply by a translation matrix: C CT Postmultiply by a rotation matrix: C C R Postmultiply by a scaling matrix: C C S
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Rotation about a Fixed Point
Start with identity matrix: C I Move fixed point to origin: C CT -1 Rotate: C CR Move fixed point back: C CT Result: C = T -1RT Each operation corresponds to one function call in the program. Note that the last operation specified is the first executed in the program
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CTM in OpenGL OpenGL has a model-view and a projection matrix in the pipeline which are concatenated together to form the CTM Can manipulate each by first setting the matrix mode
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Rotation, Translation, Scaling
Load an identity matrix: glLoadIdentity(); Multiply on right: glRotatef(theta, vx, vy, vz); theta in degrees, (vx, vy, vz) define axis of rotation glTranslatef(dx, dy, dz); glScalef( sx, sy, sz); Each has a float (f) and double (d) format (glScaled)
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Example Rotation about z axis by 30 degrees with a fixed point of (1.0, 2.0, 3.0) Remember that last matrix specified in the program is the first applied glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(1.0, 2.0, 3.0); glRotatef(30.0, 0.0, 0.0, .10); glTranslatef(-1.0, -2.0, -3.0);
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Using Transformations
Example: use idle function to rotate a cube and mouse function to change direction of rotation Start with a program that draws a cube (cube.c) in a standard way Centered at origin Sides aligned with axes Discussed modeling previously
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main.c void main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(500, 500); glutCreateWindow("cube"); glutReshapeFunc(myReshape); glutDisplayFunc(display); glutIdleFunc(spinCube); glutMouseFunc(mouse); glEnable(GL_DEPTH_TEST); glutMainLoop(); }
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Idle and Mouse Callbacks
void spinCube() { theta[axis] += 2.0; if( theta[axis] > ) theta[axis] -= 360.0; glutPostRedisplay(); } void mouse(int btn, int state, int x, int y) if(btn==GLUT_LEFT_BUTTON && state == GLUT_DOWN) axis = 0; if(btn==GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) axis = 1; if(btn==GLUT_RIGHT_BUTTON && state == GLUT_DOWN) axis = 2;
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Display Callback void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glRotatef(theta[0], 1.0, 0.0, 0.0); glRotatef(theta[1], 0.0, 1.0, 0.0); glRotatef(theta[2], 0.0, 0.0, 1.0); colorcube(); glutSwapBuffers(); } Note that because of fixed from of callbacks, variables such as theta and axis must be defined as globals Camera information is in standard reshape callback
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Arbitrary Matrices Can load and multiply by matrices defined in the application program The matrix m is a one dimension array of 16 elements which are the components of the desired 4 x 4 matrix stored by columns In glMultMatrixf, m multiplies the existing matrix on the right glLoadMatrixf(m) glMultMatrixf(m)
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Matrix Stacks In many situations we want to save transformation matrices for use later Traversing hierarchical data structures (Chapter 9) Avoiding state changes when executing display lists OpenGL maintains stacks for each type of matrix Access present type (as set by glMatrixMode) by glPushMatrix(); glPopMatrix();
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Reading Back Matrices Can also access matrices (and other parts of the state) by enquiry (query) functions For matrices, we use as glGetIntegerv glGetFloatv glGetBooleanv glGetDoublev glIsEnabled double m[16]; glGetFloatv(GL_MODELVIEW, m);
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Using the Model-View Matrix
In OpenGL the model-view matrix is used to Position the camera Can be done by rotations and translations but is often easier to use gluLookAt (Chapter 5) Build models of obejcts The projection matrix is used to define the view volume and to select a camera lens Although both are manipulated by the same functions, we have to be careful because incremental changes are always made by postmultiplication For example, rotating model-view and projection matrices by the same matrix are not equivalent operations. Postmultiplication of the model-view matrix is equivalent to premultiplication of the projection matrix
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Interfaces to 3D Applications
One of the major problems in interactive computer graphics is how to use two-dimensional devices such as a mouse to interface with three dimensional objects Example: how to form an instance matrix? Some alternatives Virtual trackball 3D input devices such as the spaceball Use areas of the screen Distance from center controls angle, position, scale depending on mouse button depressed
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Using Areas of the Screen
Each button controls rotation, scaling and translation, separately Example: Left button: closer to the center, no rotation, moving up or down, rotate about x-axis, moving left or right, rotate about y-axis, moving to the corner, rotate about x-y-axes Right button: translation Middle button: scaling (zoom-in or zoom-out)
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Physical Trackball The trackball is an “upside down” mouse
If there is little friction between the ball and the rollers, we can give the ball a push and it will keep rolling yielding continuous changes Two possible modes of operation Continuous pushing or tracking hand motion Spinning
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A Trackball from a Mouse
Problem: we want to get the two behavior modes from a mouse We would also like the mouse to emulate a frictionless (ideal) trackball Solve in two steps Map trackball position to mouse position Use GLUT to obtain the proper modes
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Trackball Frame origin at center of ball
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Projection of Trackball Position
We can relate position on trackball to position on a normalized mouse pad by projecting orthogonally onto pad
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Reversing Projection Because both the pad and the upper hemisphere of the ball are two-dimensional surfaces, we can reverse the projection A point (x,z) on the mouse pad corresponds to the point (x,y,z) on the upper hemisphere where y = if r |x| 0, r |z| 0
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Computing Rotatoins Suppose that we have two points that were obtained from the mouse. We can project them up to the hemisphere to points p1 and p2 These points determine a great circle on the sphere We can rotate from p1 to p by finding the proper axis of rotation and the angle between the points
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Using the Cross Product
The axis of rotation is given by the normal to the plane determined by the origin, p1 , and p2 n = p1 p1
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Obtaining the Angle The angle between p1 and p2 is given by
If we move the mouse slowly or sample its position frequently, then q will be small and we can use the approximation | sin q| = sin q q
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Implementing with GLUT
We will use the idle, motion, and mouse callbacks to implement the virtual trackball Define actions in terms of three booleans trackingMouse: if true update trackball position redrawContinue: if true, idle function posts a redisplay trackballMove: if true, update rotation matrix
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Example In this example, we use the virtual trackball to rotate the color cube we modeled earlier The code for the colorcube function is omitted because it is unchanged from the earlier examples
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Initialization #define bool int /* if system does not support bool type */ #define false 0 #define true 1 #define M_PI /* if not in math.h */ int winWidth, winHeight; float angle = 0.0, axis[3], trans[3]; bool trackingMouse = false; bool redrawContinue = false; bool trackballMove = false; float lastPos[3] = {0.0, 0.0, 0.0}; int curx, cury; int startX, startY;
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The Projection Step voidtrackball_ptov(int x, int y, int width, int height, float v[3]) { float d, a; /* project x,y onto a hemisphere centered within width, height , note z is up here*/ v[0] = (2.0F*x - width) / width; v[1] = (height - 2.0F*y) / height; d = sqrt(v[0]*v[0] + v[1]*v[1]); v[2]=sqrt(1.0F-d*d); /* v[2] = cos((M_PI/2.0) * ((d < 1.0) ? d : 1.0)); a = 1.0 / sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); v[0] *= a; v[1] *= a; v[2] *= a; */ }
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glutMotionFunc – 1/2 void mouseMotion(int x, int y) { float curPos[3], dx, dy, dz; /* compute position on hemisphere */ trackball_ptov(x, y, winWidth, winHeight, curPos); if(trackingMouse) /* compute the change in position on the hemisphere */ dx = curPos[0] - lastPos[0]; dy = curPos[1] - lastPos[1]; dz = curPos[2] - lastPos[2];
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glutMotionFunc – 2/2 if (dx || dy || dz) { /* compute theta and cross product */ angle = 90.0 * sqrt(dx*dx + dy*dy + dz*dz); axis[0] = lastPos[1]*curPos[2] – lastPos[2]*curPos[1]; axis[1] = lastPos[2]*curPos[0] – lastPos[0]*curPos[2]; axis[2] = lastPos[0]*curPos[1] – lastPos[1]*curPos[0]; /* update position */ lastPos[0] = curPos[0]; lastPos[1] = curPos[1]; lastPos[2] = curPos[2]; } glutPostRedisplay();
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Idle and Display Callbacks
void spinCube() { if (redrawContinue) glutPostRedisplay(); } void display() { glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT); if (trackballMove) glRotatef(angle, axis[0], axis[1], axis[2]); colorcube(); glutSwapBuffers();
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Mouse Callback void mouseButton(int button, int state, int x, int y) {
if(button==GLUT_RIGHT_BUTTON) exit(0); /* holding down left button allows user to rotate cube */ if(button==GLUT_LEFT_BUTTON) switch(state) case GLUT_DOWN: y=winHeight-y; startMotion( x,y); break; case GLUT_UP: stopMotion( x,y); }
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Start Function void startMotion(int x, int y) { trackingMouse = true; redrawContinue = false; startX = x; startY = y; curx = x; cury = y; trackball_ptov(x, y, winWidth, winHeight, lastPos); trackballMove=true; }
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Stop Function void stopMotion(int x, int y) { trackingMouse = false; /* check if position has changed */ if (startX != x || startY != y) redrawContinue = true; else angle = 0.0; redrawContinue = false; trackballMove = false; }
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Smooth Rotation – 1/2 From a practical standpoint, we are often want to use transformations to move and reorient an object smoothly Problem: find a sequence of model-view matrices M0,M1,…..,Mn so that when they are applied successively to one or more objects we see a smooth transition, cannot always decompose a rotation into three rotations about the x, y, and z axes For orientating an object, we can use the fact that every rotation corresponds to part of a great circle on a sphere Find the axis of rotation and angle Virtual trackball
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Smooth Rotation – 2/2 Observe that for arbitrary rotation matrix R, there must exist a direction d such that all the points on Rp=p, and Rd=d, therefore the vector d and the column matrix p are eigen vectors of the matrix R corresponding to the eigen value 1!
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Incremental Rotation – 1/4
Consider the two approaches For a sequence of rotation matrices R0,R1,…..,Rn , find the Euler angles for each and use Ri= Riz Riy Rix Not very efficient Use the final positions to determine the axis and angle of rotation, then increment only the angle Quaternions can be more efficient than either
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Incremental Rotation – 2/4
for(i=0; i< imax; i++) { glRotatef(delta_theta, dx, dy, dz); draw_objects(); } Problem: calculation of sin and cos of angles
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Incremental Rotation – 3/4
A better solution is to reuse the matrix: GLfloat m[16]; glRotatef(delta_theta, dx, dy, dz); glGetFloatv(GL_MODELVIEW,m); for(i=0; i< imax; i++) { glMultMatrixf(m); draw_objects(); }
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Incremental Rotation – 4/4
Further improvement by approximations: So, if we form an arbitrary rotation matrix through the Euler angles:
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Complex Numbers Euler’s identity For an arbitrary complex number c:
If we rotate c about the origin by to c´:
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Quaternions Extension of imaginary numbers from two to three dimensions Requires one real and three imaginary components i, j, k Quaternions can express rotations on sphere smoothly and efficiently. Process: Model-view matrix quaternion Carry out operations with quaternions Quaternion Model-view matrix q=q0+q1i+q2j+q3k
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Quaternions Properties
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Quaternions and Rotation
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Example of using Quaternion Rotation
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Quaternions and Rotation Matrix
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The Rotation Matrix in the Textbook
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Quaternions Because the rotations are on the surface of a sphere, quaternions provide an interesting and more efficient way to implement the trackball See code in some of the standard demos included with Mesa
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