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3-D Geometric Transformations
Some of the material in these slides may have been adapted from the lecture notes of Graphics Korea University
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Contents Translation Scaling Rotation Other Transformations
Coordinate Transformations
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Transformation in 3D Transformation Matrix
33 : Scaling, Reflection, Shearing, Rotation 31 : Translation 11 : Uniform global Scaling 13 : Homogeneous representation
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3D Translation Translation of a Point y x z
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3D Scaling Uniform Scaling y x z
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Relative Scaling Scaling with a Selected Fixed Position y y y y x x x
z z z z Original position Translate Scaling Inverse Translate
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3D Rotation Coordinate-Axes Rotations General 3D Rotations
X-axis rotation Y-axis rotation Z-axis rotation General 3D Rotations Rotation about an axis that is parallel to one of the coordinate axes Rotation about an arbitrary axis
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Rotation is counterclockwise
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Coordinate-Axes Rotations
Z-Axis Rotation X-Axis Rotation Y-Axis Rotation y y y x x x z z z
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3D line equation Given A (x0, y0, z0) and B (x1, y1, z1) forming a line. The equation of this line can be formulated as follows:
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Order of Rotations Order of Rotation Affects Final Position
X-axis Z-axis Z-axis X-axis
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General 3D Rotations Rotation about an Axis that is Parallel to One of the Coordinate Axes Translate the object so that the rotation axis coincides with the parallel coordinate axis Perform the specified rotation about that axis Translate the object so that the rotation axis is moved back to its original position
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Rotation about an arbitrary axis
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General 3D Rotations Rotation about an Arbitrary Axis Basic Idea T R
Translate (x1, y1, z1) to the origin Rotate (x’2, y’2, z’2) on to the z axis Rotate the object around the z-axis Rotate the axis to the original orientation Translate the rotation axis to the original position y T (x2,y2,z2) R (x1,y1,z1) R-1 x z T-1
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General 3D Rotations Step 1. Translation (x2,y2,z2) (x1,y1,z1) x z y
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General 3D Rotations Step 2. Establish [ TR ]x x axis y (0,b,c)
(a,b,c) Projected Point x z Rotated Point
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General 3D Rotations Step 2. Establish [ TR ]x x axis b c y (0,b,c)
(a,b,c) Projected Point x (0,b,c) a (0,b,c) (a,b,c) z Rotated Point b (0,0,c) (0,0,0) c (0,0,0)
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Arbitrary Axis Rotation
Step 3. Rotate about y axis by y (a,b,c) Projected Point l d x (a,0,d) Rotated Point z (0,0,0) l d (a,0,d) (0,0,d) a
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Arbitrary Axis Rotation
Step 4. Rotate about z axis by the desired angle y l x z
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Arbitrary Axis Rotation
Step 5. Apply the reverse transformation to place the axis back in its initial position y l l x z
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Example Find the new coordinates of a unit cube 90º-rotated about an axis defined by its endpoints A(2,1,0) and B(3,3,1). A Unit Cube
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Example Step1. Translate point A to the origin y x z B’(1,2,1)
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Example Step 2. Rotate axis A’B’ about the x axis by an angle , until it lies on the xz plane. y Projected point (0,2,1) B’(1,2,1) l x z B”(1,0,5)
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Example Step 3. Rotate axis A’B’’ about the y axis by and angle , until it coincides with the z axis. y l x (0,0,6) B”(1,0, 5) z
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Example Step 4. Rotate the cube 90° about the z axis
Finally, the concatenated rotation matrix about the arbitrary axis AB becomes,
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Example
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Example Multiplying R(θ) by the point matrix of the original cube
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Other Transformations
Reflection Relative to the xy Plane Z-axis Shear y y z z x x
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Coordinate Transformations
Multiple Coordinate System Local (modeling) coordinate system World coordinate scene Local Coordinate System
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Coordinate Transformations
Multiple Coordinate System Local (modeling) coordinate system World coordinate scene Word Coordinate System
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Coordinate Transformations
Example – Simulation of Tractor movement As tractor moves, tractor coordinate system and front-wheel coordinate system move in world coordinate system Front wheels rotate in wheel coordinate system
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Coordinate Transformations
Transformation of an Object Description from One Coordinate System to Another Transformation Matrix Bring the two coordinates systems into alignment 1. Translation y’ z’ x’ u'y u'z u'x (x0,y0,z0) x y z (0,0,0) u'y x y z (0,0,0) u'x u'z
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Coordinate Transformations
2. Rotation & Scaling y’ x y z (0,0,0) x y z (0,0,0) x y z (0,0,0) x’ u'y u'y u'y u'x u'x u'x u'z u'z u'z z’
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