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Published byJared Dalton Modified over 9 years ago
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Coordinate Reference Frames ♦Vector Space Vectors have magnitude and direction Vectors have no posotion ♦Affine Space Vector Space + Points (location) Possible Geometric Transform P Truncated plane (No Origin) : Vector Space P 기준의 새 좌표계 설정 : Affine Space
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Coordinate Reference Frames ♦Affine Space(2) Represent Vector : W W = a1v1 + a2v2 + a3v3 Represent Point : P P = P0 + b1v1 + b2v2 + b3v3 벡터와 점의 구분을 위해서 1X4 행렬의 사용 e3e3 e1e1 e2e2 e3e3 e1e1 e2e2 Basis vectors located at the origin
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Points & Vector ♦ Points - 좌표계에서의 한점을 차지, 위치표시 ♦Vector (2D) - 두 position 간의 경로차 -Magnitude 와 Direction 으로도 표기 V P2P2 P1P1 x1x1 x2x2 y1y1 y2y2
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Vector ♦Vector (3D) ♦ Vector Addition and Scalar Multiplication V x z y
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Between two Vector ♦Dot Product –Inner Product 라고도 함 – 두 벡터의 사잇각 –V1 V1 = 0 두 벡터가 직각임을 알수가 있다 |V 2 |cos V2V2 V1V1 Commutative Distributive
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Between two Vector ♦Cross Product – 두 벡터와 직교하는 또 다른 벡터를 얻을 수 있다 –3D Model shading Relation – 연산의 순서 중요 V1V1 V2V2 V1 V2V1 V2 ※ u x,u y,u z 를 각 축의 단위 vector 라 하면, Properties AntiCommutative Not Assotiative Distributive
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Geometric Transformations ♦Geometric Transform 기존 물체 속성의 변경 Translate, Rotate, Scale ♦Purpose View 의 조절 물체 (Model) 의 조작 및 조정
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Position Standard ♦World Coordinates(Global Coordinate) –Only One ♦Modeling Coordinates(Local Coordinate) –Each Object
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Transformations - Translate ♦Translate
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Transformations - Rotate ♦Rotate(1) –Origin x = r cos , y = r sin x’ = r cos ( + ) = r cos cos - r sin sin y’ = r sin ( + ) = r cos sin + r sin cos x’= x cos - y sin , y’ = x sin + y cos Z axis roteate X axis rotate Y axis rotate (x,y) r (x’,y’) r
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Transformations - Rotate ♦Rotate(2) –Arbitrary Point Translate Fixed Point General Rotate Translate Fixde Point P ’ = T^RTP
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Transformations - Rotate ♦Rotate(3) –Arbitrary Axis Translation : Translate Arbitrary Axis (x 2,y 2,z 2 ) (x 1,y 1,z 1 ) x z y
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Transformations - Rotate Establish [ T R ] x x axis (a,b,c) (0,b,c) Projected Point Rotated Point x y z
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Transformations - Rotate Rotate about y axis by (a,b,c) (a,0,d) l d x y Projected Point z Rotated Point
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Transformations - Rotate Rotate about z axis by the desired angle l y x z
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Transformations - Rotate Apply the reverse transformation to place the axis back in its initial position x l l z
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Transformations - Scale ♦Scale –Uniform Scaling X’ = X * Sx, Y’ = Y * Sy Z’ = Z * Sz x z y
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Transformations - Scale –Fixed Point xxx x z z zz y yy y Original positionTranslateScalingInverse Translate
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Transformations - Shear ♦Shear X X Y (x’,y’) A Z Y (x,y) x’ = x + y cotA, y’ = y, z’ = z
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OpenGL Function ◊glPushMatrix – glTranslatef, glRotatef 등의 기록 ◊glPopMatrix – 저장된 glTranslatef, glRotatef 등의 기록 제거 ◊glLoadMatrix – 특정 Matrix 의 호출 ◊glTranslatef – Translate Matrix 기록 ◊glRotatef – Rotate Matrix 기록 ◊glScaled, glScalef – Scale Matrix 기록 ◊glBegin – delimit the vertices of a primitive or a group of like primitives ◊glVertex3fv
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