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June 10, 2022 204481 Foundation of Computer Gr aphics 1 2D and 3D Transformation Pradondet Nilagupta Dept. of Computer Engineering Kasetsart University

2D and 3D Transformation

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2D and 3D Transformation. Pradondet Nilagupta Dept. of Computer Engineering Kasetsart University. Transformations and Matrices. Transformations are functions Matrices are functions representations Matrices represent linear transformation {2x2 Matrices}  {2D Linear Transformation}. - PowerPoint PPT Presentation

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Page 1: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 1

2D and 3D Transformation

Pradondet Nilagupta

Dept. of Computer Engineering

Kasetsart University

Page 2: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 2

Transformations and Matrices

Transformations are functions Matrices are functions representations Matrices represent linear transformation {2x2 Matrices} {2D Linear Transformation}

Page 3: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 3

Transformations (1/3)

What are they? changing something to something else via rules mathematics: mapping between values in a range set

and domain set (function/relation) geometric: translate, rotate, scale, shear,…

Why are they important to graphics? moving objects on screen / in space mapping from model space to screen space specifying parent/child relationships …

Page 4: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 4

Transformation (2/3)

Translation Moving an object

Scale Changing the size

of an object

ty

tx

wold wnew

hold

hnew

xnew = xold + tx; ynew = yold + ty

sx=wnew/wold sy=hnew/hold

xnew = sxxold ynew = syyold

Page 5: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 5

Transformation (3/3)

To rotate a line or polygon, we must rotate each of its vertices

Shear

(x,y)

Original Data y Shear x Shear

Page 6: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 6

What is a 2D Linear Transform?

.y and x vectorsand ascalar for

,)y(T)x(aT)yxa(T:Definition

)y,x2()y,x2(yy),xx(2

:say 2,by x,in Scale

11001010

Example

Page 7: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 7

Example

), 00( yx ), 002( yx

), 11( yx ), 112( yx

y

x x

y

), 002( yx

), 112( yx

yyxx 1010 ,22

y

), 00( yx

), 11( yx

yyxx 1010 ),(2

yyxx 1010 ),(

x

y

yyxx 1010 ),(2

yyxx 1010 ),(

y

x

yyxx 1010 ,22 Scale in x by 2

yyxx 1010 ),(2 yyxx 1010 ),(2

Page 8: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 8

Transformations: Translation (1/2)

A translation is a straight line movement of an object from one position to another.

A point (x,y) is transformed to the point (x’,y’) by adding the translation distances Tx and Ty:

x’ = x + Tx

y’ = y + Ty

Page 9: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 9

Transformations: Translation(2/2)

moving a point by a given tx and ty amount

e.g. point P is translated to point P’

moving a line by a given tx and ty amount

translate each of the 2 endpoints

)10,5(P

)10,15(P

0

10

y

x

t

tT

)20,5(1P

)10,5(2P )10,5(1P

)0,5(2P

10

0

y

x

t

tT

Page 10: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 10

Transformations: Rotation (1/4)

Objects rotated according to angle of rotation theta ()

Suppose a point P(x,y) is transformed to the point P'(x',y') by an anti-clockwise rotation about the origin by an angle of degrees, then:

Given x = r cos , y = r sin x’ = x cos – y sin y’ = y sin + y cos

Page 11: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 11

Transformations: Rotation (2/4)

Rotation P by anticlockwise relative to origin (0,0)

)0,0(

),( yxP

),( yxP

x

yr

)0,0(

),( yxP

Page 12: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 12

Transformations: Rotation (3/4)

Rotation about an arbitary pivot point (xR,yR)Step 1: translation of the object by (-xR,-yR)

x1 = x - xR

y1 = y - yRStep 2: rotation about the origin

x2 = x1 cos() - y1sin ()

y2 = y1cos() - x1sin ()Step 3: translation of the rotated object by (xR,yR)

x’ = xr + x2

y’ = yr + y2

Page 13: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 13

Transformations: Rotation (4/4)

object can be rotated around an arbitrary point (xr,yr) known as rotation or pivot point by: x' = xr + (x - xr) cos() - (y - yr) sin ()

y' = yr + (x - xr) sin ()+(y - yr) cos()

Page 14: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 14

Transformations: Scaling (1/5)

Scaling changes the size of an object Achieved by applying scaling factors

sx and sy Scaling factors are applied to the X

and Y co-ordinates of points defining an object’s

Page 15: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 15

Transformations: Scaling (2/5)

uniform scaling is produced when sx and sy have same value i.e. sx = sy

non-uniform scaling is produced when sx and sx are not equal - e.g. an ellipse from a circle. i.e. sx sy

x2 = sxx1 y2 = syy1

Page 16: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 16

Transformations: Scaling (3/5)

Simple scaling - relative to (0,0)

General form:

y*sy

x*sx

y

x

),(1 yxP),(1 yxP

)3,2(1P

)1,3(2P

)3,4(1P

)1,6(2P

Ex: sx = 2 and sy=1

Page 17: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 17

Transformations: Scaling (4/5)

If the point (xf,yf) is to be the fixed point, the transformation is:

x' = xf + (x - xf) Sx

y' = yf + (y - yf) Sy

This can be rearranged to give:

x' = x Sx + (1 - Sx) xf

y' = y Sy + (1 - Sy) yf

which is a combination of a scaling about the origin and a translation.

Page 18: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 18

Transformations: Scaling (5/5)

Page 19: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 19

Transformation as Matrices

Scale:

x’ = sxx

y’ = syy

Rotation:

x’ = xcos - ysin y’ = xsin + ycos

Translation:

x’ = x + tx

y’ = y + ty

ys

xs

y

x

s

s

y

x

y

x

0

0

cossin

sincos

cossin

sincos

yx

yx

y

x

y

x

y

x

ty

tx

y

x

t

t

Page 20: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 20

Transformations: Shear (1/2)

y

ayx

y

xaShx 10

1Shear in x:

)0,1(

)1,( a)1,0(

)0,1(

)1,1(

Page 21: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 21

Transformations: Shear (2/2)

Shear in y:

)1,0(

)0,0(

),1( b

)1,0(

)0,1()0,0(

)1,1(

ybx

x

y

x

bShy 1

01

Page 22: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 22

Shear in x then in y

)1,0(

)0,0(

)1,0(

)0,0(

)1,0(

)0,0()0,1( )0,1(

),(1 bab

),( 1a

),( 1 aba

),( 11 baba

),( 11 a

)1,0(

)0,0(

)1,1( b

)1,1(

),1( b

Page 23: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 23

Shear in y then in x

)1,0(

)0,0(

)1,0(

)1,0(

)0,0()0,1( )0,1(

),(1 b

),( 1a

),( 1 aba

),( 11 abba

),( 11 a

)1,0(

)0,0(

)1,1( b

)1,1(

),1( b

Page 24: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 24

Homogeneous coordinate

As translations do not have a 2 x 2 matrix representation, we introduce homogeneous coordinates to allow a 3 x 3 matrix representation.

The Homogeneous coordinate corresponding to the point (x,y) is the triple (xh, yh, w) where:

xh = wx yh = wy

For the two dimensional transformations we can set w = 1.

Page 25: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 25

Matrix representation

1),( y

x

P yx

100

00

00

, y

x

yx s

s

S

100

0cossin

0sincos

R

100

10

01

, y

x

yx t

t

T

Page 26: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 26

Basic Transformation (1/3)

Translation

Page 27: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 27

Basic Transformation (2/3)

Rotation

P x y x y

t t

t t PS t( , , ) ( , , )

cos sin

sin cos ( )1 1

0

0

0 0 1

Page 28: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 28

Basic Transformation (3/3)

Scaling

Page 29: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 29

Composite Transformation

Suppose we wished to perform multiple transformations on a point:

P2 T3,1P1

P3 S2, 2P2

P4 R30P3

M R30S2,2T3,1

P4 MP1

Page 30: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 30

Example of Composite Transformation(1/3)

A scaling transformation at an arbitrary angle is a combination of two rotations and a scaling:

R(-t) S(Sx,Sy) R(t)

A rotation about an arbitrary point (xf,yf) by and

angle t anti-clockwise has matrix:

T(-xf,-yf) R(t) T(xf,yf)

Page 31: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 31

Example of Composite Transformation(2/3)

Reflection about the y-axis Reflection about the x-axis

100

010

001

100

010

001

Page 32: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 32

Example of Composite Transformation(3/3)

Reflection about the origin Reflection about the line y=x

100

010

001

100

001

010

Page 33: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 33

3D Transformation

Z

X

YY

X

Z

Page 34: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 34

Basic 3D Transformations

Translation Scale Rotation Shear

As in 2D, we use homogeneous coordinates (x,y,z,w), so that transformations may be composited together via matrix multiplication.

Page 35: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 35

3D Translation and Scaling

TP = (x + tx, y + ty, z + tz)

SP = (sxx, syy, szz)

1000

100

010

001

z

y

x

t

t

t

1

z

y

x

1000

000

000

000

z

y

x

s

s

s

1

z

y

x

Page 36: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 36

3D Rotation (1/4)

Positive Rotations are defined as follows:

Axis of rotation is Direction of positive rotation isx y to zy z to xz x to y

Z

Y

X

Page 37: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 37

3D Rotation (2/4)

Rotation about x-axis Rx(ß)P

1000

0cossin0

0sincos0

0001

1

z

y

x

y

z

)0,1,0(

)1,0,0(

Page 38: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 38

3D Rotation (3/4)

Rotation about y-axis Ry(ß)P

1000

0cos0sin

0010

0sin0cos

1

z

y

x

x

z

)0,0,1(

)1,0,0(

Page 39: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 39

3D Rotation (4/4)

Rotation about z-axis Rz(ß)P

1000

0100

00cossin

00sincos

1

z

y

x

Page 40: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 40

3D Shear

xy Shear: SHxyP

1000

0100

010

001

y

x

sh

sh

1

z

y

x

x

z

y

x

z

y

Page 41: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 41

Rotation About An Arbitary Axis (1/3)

1. Translate one end of the axis to the origin

2. Rotate about the y-axis and angle

3. Rotate about the x-axis through an angle

Z

P1

P2

Y

X

b

a

c

u1

u2

u3

ß

U

Page 42: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 42

Rotation About An Arbitary Axis (2/3)

Z

P1

P2

Y

X

b

a

c

u1

u2

u3

ß

U

Z

Y

X

b

a

c

u1

u2

u3

ß

U Z

a

u2

X

4. When U is aligned with the z-axis, apply the original rotation, RR, about the z-axis.

5. Apply the inverses of the transformations in reverse order.

Page 43: 2D and 3D Transformation

April 19, 2023204481 Foundation of Computer Graphics 43

Rotation About An Arbitary Axis (3/3)

T-1 Ry(ß) Rx(-µ) R Rx(µ) Ry(-ß) T P