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1 Dr. Scott Schaefer 3D Transformations. 2/149 Review – Vector Operations Dot Product.

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Presentation on theme: "1 Dr. Scott Schaefer 3D Transformations. 2/149 Review – Vector Operations Dot Product."— Presentation transcript:

1 1 Dr. Scott Schaefer 3D Transformations

2 2/149 Review – Vector Operations Dot Product

3 3/149 Review – Vector Operations Dot Product

4 4/149 Review – Vector Operations Dot Product

5 5/149 Review – Vector Operations Cross Product

6 6/149 Review – Vector Operations Cross Product

7 7/149 Review – Vector Operations Cross Product

8 8/149 Review – Vector Operations Cross Product

9 9/149 Review – Vector Operations Cross Product

10 10/149 Review – Vector Operations Cross Product

11 11/149 Review – Vector Operations Cross Product

12 12/149 Review – Vector Operations Cross Product

13 13/149 Review – Vector Operations Cross Product

14 14/149 Transformations Affine Transformations  Translation  Uniform Scaling  Non-uniform Scaling  Rotation  Mirror Image Projections  Orthogonal  Perspective

15 15/149 Translation

16 16/149 Uniform Scaling

17 17/149 Uniform Scaling

18 18/149 Uniform Scaling

19 19/149 Non-Uniform Scaling

20 20/149 Non-Uniform Scaling

21 21/149 Non-Uniform Scaling

22 22/149 Non-Uniform Scaling

23 23/149 Non-Uniform Scaling

24 24/149 Non-Uniform Scaling

25 25/149 Rotation

26 26/149 Rotation

27 27/149 Rotation

28 28/149 Rotation

29 29/149 Rotation

30 30/149 Rotation

31 31/149 Rotation

32 32/149 Rotation

33 33/149 Rotation

34 34/149 Mirror Image

35 35/149 Mirror Image

36 36/149 Mirror Image

37 37/149 Mirror Image

38 38/149 Mirror Image

39 39/149 Mirror Image Exactly the same as non-uniform scaling with !!!

40 40/149 Orthogonal Projection

41 41/149 Orthogonal Projection

42 42/149 Orthogonal Projection

43 43/149 Orthogonal Projection

44 44/149 Orthogonal Projection

45 45/149 Orthogonal Projection

46 46/149 Perspective Projection

47 47/149 Perspective Projection Plane:

48 48/149 Perspective Projection Plane: Line:

49 49/149 Perspective Projection Plane: Line:

50 50/149 Perspective Projection Plane: Line:

51 51/149 Perspective Projection Plane: Line:

52 52/149 Perspective Projection

53 53/149 Perspective Projection

54 54/149 Perspective Projection

55 55/149 Perspective Projection

56 56/149 Perspective Projection Perspective Projection is not defined for vectors!!!

57 57/149 Transformations as Matrices Exactly like 2D 4x4 matrices Requires coordinates…. 

58 58/149 Review – Vector Operations Dot Product

59 59/149 Review – Vector Operations Dot Product

60 60/149 Review – Vector Operations Cross Product

61 61/149 Review – Vector Operations Cross Product

62 62/149 Review – Vector Operations Cross Product

63 63/149 Review – Vector Operations

64 64/149 Review – Vector Operations

65 65/149 Review – Vector Operations

66 66/149 Translation

67 67/149 Translation

68 68/149 Uniform Scaling

69 69/149 Uniform Scaling

70 70/149 Uniform Scaling

71 71/149 Uniform Scaling

72 72/149 Uniform Scaling o = (0,0,0) T

73 73/149 Non-Uniform Scaling

74 74/149 Non-Uniform Scaling

75 75/149 Non-Uniform Scaling

76 76/149 Non-Uniform Scaling

77 77/149 Non-Uniform Scaling

78 78/149 Non-Uniform Scaling v = (1,0,0) T, o = (0,0,0) T

79 79/149 Rotation

80 80/149 Rotation

81 81/149 Rotation

82 82/149 Rotation

83 83/149 Rotation

84 84/149 Rotation

85 85/149 Rotation

86 86/149 Rotation

87 87/149 Rotation

88 88/149 Rotation Rotation about x

89 89/149 Rotation Rotation about y

90 90/149 Rotation Rotation about z

91 91/149 Mirror Image

92 92/149 Mirror Image

93 93/149 Mirror Image

94 94/149 Mirror Image

95 95/149 Mirror Image

96 96/149 Mirror Image

97 97/149 v = (0,0,1) T, o = (0,0,0) T Mirror Image

98 98/149 Orthogonal Projection

99 99/149 Orthogonal Projection

100 100/149 Orthogonal Projection

101 101/149 Orthogonal Projection

102 102/149 Orthogonal Projection

103 103/149 Orthogonal Projection

104 104/149 Orthogonal Projection v = (0,0,1) T, o = (0,0,0) T

105 105/149 Perspective Projection

106 106/149 Perspective Projection

107 107/149 Perspective Projection

108 108/149 Perspective Projection Perspective transformations are not Affine!!! Rational expression requires a slight modification (homogeneous coordinates)

109 109/149 Perspective Projection Perspective transformations are not Affine!!! Rational expression requires a slight modification (homogeneous coordinates)

110 110/149 Perspective Projection Perspective transformations are not Affine!!! Rational expression requires a slight modification (homogeneous coordinates)

111 111/149 Perspective Projection Perspective transformations are not Affine!!! Rational expression requires a slight modification (homogeneous coordinates) 3D location is

112 112/149 Perspective Projection

113 113/149 Perspective Projection

114 114/149 Perspective Projection e = (0,0,1) T, o = (0,0,0) T, v = (0,0,1) T

115 115/149 Hierarchical Animation Tree of transformation matrices Each node stores a local transformation with respect to its parent

116 116/149 Hierarchical Animation Tree of transformation matrices Each node stores a local transformation with respect to its parent

117 117/149 Hierarchical Animation Tree of transformation matrices Each node stores a local transformation with respect to its parent

118 118/149 Hierarchical Animation Tree of transformation matrices Each node stores a local transformation with respect to its parent

119 119/149 Skeletal Animation

120 120/149 Skeletal Animation

121 121/149 Skeletal Animation : Bone Transformation

122 122/149 Skeletal Animation : Skin Weights : Bone Transformation

123 123/149 Skeletal Animation : Skin Weights : Bone Transformation Image taken from [Wang et al. 2002]

124 124/149 Skeletal Animation Examples

125 125/149 Skeletal Animation Examples

126 126/149 Skeletal Animation Examples

127 127/149 Transformations in OpenGL Types of transformation matrices  View  Model  Projection  Viewport

128 128/149 Types of transformation matrices  View  Model  Projection  Viewport Transformations in OpenGL

129 129/149 Transformations in OpenGL Types of transformation matrices  View  Model  Projection  Viewport

130 130/149 Transformations in OpenGL Types of transformation matrices  View  Model  Projection  Viewport

131 131/149 Transformations in OpenGL Types of transformation matrices  View  Model  Projection  Viewport

132 132/149 OpenGL: Matrix Commands glTranslatef(x, y, z) glScalef(x, y, z) glRotatef(theta, vx, vy, vz) glLoadIdentity(void) glPushMatrix(void)/glPopMatrix(void)

133 133/149 OpenGL: Matrix Example glTranslatef(0, 1, 3)

134 134/149 OpenGL: Matrix Example glTranslatef(0, 1, 3) glRotatef(45, 0, 1, 0)

135 135/149 OpenGL: Matrix Example glTranslatef(0, 1, 3) glRotatef(45, 0, 1, 0) glScalef(1, 1, 2)

136 136/149 OpenGL: Matrix Example glTranslatef(0, 1, 3) glRotatef(45, 0, 1, 0) glScalef(1, 1, 2) OpenGL multiplies matrices in the opposite order of what you might expect

137 137/149 Coordinate Systems in OpenGL

138 138/149 Coordinate Systems in OpenGL

139 139/149 Coordinate Systems in OpenGL

140 140/149 Coordinate Systems in OpenGL

141 141/149 Coordinate Systems in OpenGL

142 142/149 Coordinate Systems in OpenGL

143 143/149 Coordinate Systems in OpenGL

144 144/149 Coordinate Systems in OpenGL

145 145/149 Coordinate Systems in OpenGL

146 146/149 Coordinate Systems in OpenGL 1.PushMatrix 2.Specify viewer using inverse of view transformation 3. PushMatrix 4. Position object with transformations in opposite order of what you would expect 5. PopMatrix 6. PopMatrix

147 147/149 Coordinate Systems in OpenGL 1.PushMatrix 2.Specify viewer using inverse of view transformation 3. PushMatrix 4. Position object with transformations in opposite order of what you would expect 5. PopMatrix 6. PopMatrix

148 148/149 Coordinate Systems in OpenGL 1.PushMatrix 2.Specify viewer using inverse of view transformation 3. PushMatrix 4. Position object with transformations in opposite order of what you would expect 5. PopMatrix 6. PopMatrix

149 149/149 OpenGL: Special Matrix Commands glMatrixMode(GL_MODELVIEW / GL_PROJECTION) gluLookAt(ex, ey, ez, cx, cy, cz, ux, uy, uz) gluPerspective(fov, aspect, near, far) glOrtho(left, right, bottom, top, near, far) glViewport(x, y, w, h)

150 150/149

151 151/149 Hierarchical Animation Typically represented as relative joint locations and rotations

152 152/149 Hierarchical Animation Typically represented as relative joint locations and rotations

153 153/149 Hierarchical Animation Typically represented as relative joint locations and rotations

154 154/149 Hierarchical Animation Typically represented as relative joint locations and rotations

155 155/149 Hierarchical Animation Typically represented as relative joint locations and rotations

156 156/149 Hierarchical Animation Typically represented as relative joint locations and rotations


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