Opengl Transformations

Opengl Transformations

Transformations CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 1 Objectives • Introduce standard transformations - Rotation - Translation - Scaling - Shear • Derive homogeneous coordinate transformation matrices • Learn to build arbitrary transformation matrices from simple transformations E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 2 General Transformations A transformation maps points to other points and/or vectors to other vectors v=T(u) Q=T(P) E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 3 Affine Transformations • 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 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 4 Pipeline Implementation T (from application program) frame u T(u) buffer transformation rasterizer v T(v) T(v) v T(v) T(u) u T(u) vertices vertices pixels E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 5 Notation We will be working with both coordinate-free representations of transformations and representations within a particular frame P,Q, R: points in an affine space u, v, w: vectors in an affine space α, β, γ: scalars p, q, r: representations of points -array of 4 scalars in homogeneous coordinates u, v, w: representations of vectors -array of 4 scalars in homogeneous coordinates E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 6 Translation • Move (translate, displace) a point to a new location P’ d P • Displacement determined by a vector d - Three degrees of freedom - P’= P+d E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 7 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 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 8 Translation Using Representations 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 note that this expression is in y’= y + d four dimensions and expresses y point = vector + point z’= z + dz E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 9 Translation Matrix We can also express translation using a 4 x 4 matrix T in homogeneous coordinates p’= Tp where ⎡1 0 0 dx ⎤ ⎢0 1 0 d ⎥ T = T(d , d , d ) = ⎢ y ⎥ x y z 0 0 1 d ⎢ z ⎥ ⎢ ⎥ ⎣0 0 0 1 ⎦ This form is better for implementation because all affine transformations can be expressed this way and multiple transformations can be concatenated together 1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 0 Translation ! $ ! x' $ 1 0 0 dx ! x $ # & # &# & # y' & # 0 1 0 dy &# y & = # & # z' & 0 0 1 d # z & # & # z &# & " 1 % "# 0 0 0 1 %&" 1 % x’= x + dx y’= y + dy z’= z + dz 1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 1 Rotation (2D) Consider rotation about the origin by θ degrees - radius stays the same, angle increases by θ x’ = r cos (φ + θ) y’ = r sin (φ + θ) x’= x cos θ – y sin θ x = r cos φ y’= x sin θ + y cos θ y = r sin φ 1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 2 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 x’= x cos θ –y sin θ y’= x sin θ + y cos θ z’= z - or in homogeneous coordinates p’= Rz(θ)p 1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 3 Rotation Matrix ⎡cos θ − sin θ 0 0⎤ ⎢sin θ cos θ 0 0⎥ R = Rz(θ) = ⎢ ⎥ ⎢ 0 0 1 0⎥ ⎢ ⎥ ⎣ 0 0 0 1⎦ 1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 4 Rotation Matrix ! $ ! $ x' ! cos θ −sin θ 0 0 $ x # & # &# & y' sin θ cos θ 0 0 y # & = # &# & # z' & # 0 0 1 0 &# z & # & # &# & " 1 % " 0 0 0 1 %" 1 % x’= x cos θ –y sin θ y’= x sin θ + y cos θ z’= z 1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 5 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 ⎡1 0 0 0⎤ ⎢0 cos θ - sin θ 0⎥ ⎢ ⎥ R = Rx(θ) = ⎢0 sin θ cos θ 0⎥ ⎢ ⎥ ⎣0 0 0 1⎦ ⎡ cos θ 0 sin θ 0⎤ ⎢ 0 1 0 0⎥ R = Ry(θ) = ⎢ ⎥ ⎢- sin θ 0 cos θ 0⎥ ⎢ 0 0 0 1⎥ ⎣ ⎦ 1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 6 Rotation Around an Arbitrary Axis • Rotate a point P around axis n (x,y,z) by angle θ # tx 2 + c txy + sz txz − sy 0& % ( txy − sz ty 2 + c tyz + sx 0 R = % ( %txz + sy tyz − sx tz2 + c 0( % ( $ 0 0 0 1' • c = cos(θ) • s = sin(θ) € • t = (1 - c) Graphics Gems I, p. 466 & 498 1 7 Rotation Around an Arbitrary Axis • Also can be expressed as the Rodrigues Formula Prot = P cos(ϑ ) + (n × P)sin(ϑ ) + n(n⋅ P)(1− cos(ϑ )) € 1 8 Scaling Expand or contract along each axis (fixed point of origin) x’=sxx y’=syy z’=szz p’=Sp ⎡sx 0 0 0⎤ ⎢ ⎥ 0 sy 0 0 S = S(sx, sy, sz) = ⎢ ⎥ ⎢ 0 0 sz 0⎥ ⎢ ⎥ ⎣ 0 0 0 1⎦ 1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 9 Reflection corresponds to negative scale factors sx = -1 sy = 1 original sx = -1 sy = -1 sx = 1 sy = -1 2 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 0 Inverses • Although we could compute inverse matrices by general formulas, we can use simple geometric observations -1 - Translation: T (dx, dy, dz) = T(-dx, -dy, -dz) - Rotation: R -1(θ) = R(-θ) • Holds for any rotation matrix • Note that since cos(-θ) = cos(θ) and sin(-θ)=-sin(θ) R -1(θ) = R T(θ) -1 - Scaling: S (sx, sy, sz) = S(1/sx, 1/sy, 1/sz) 2 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 1 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 2 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 2 Order of Transformations • Note that matrix on the right is the first applied • Mathematically, the following are equivalent p’ = ABCp = A(B(Cp)) // pre-multiply • Note many references use column matrices to represent points. In terms of column matrices p’T = pTCTBTAT // post-multiply 2 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 3 Properties of Transformation Matrices • Note that matrix multiplication is not commutative • i.e. in general M1M2 ≠ M2M1 • T – reflection around y axis • T’ – rotation in the plane 2 4 General Rotation About the Origin A rotation by θ about an arbitrary axis can be decomposed into the concatenation of rotations about the x, y, and z axes R(θ) = Rz(θz) Ry(θy) Rx(θx) y θ v θx θy θz are called the Euler angles Note that rotations do not commute. x We can use rotations in another order but with different angles. z 2 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 5 Rotation About a Fixed Point other than the Origin Move fixed point to origin Rotate Move fixed point back M = T(pf) R(θ) T(-pf) 2 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 6 Instancing • 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 2 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 7 Shear • Helpful to add one more basic transformation • Equivalent to pulling faces in opposite directions 2 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 8 Shear Matrix Consider simple shear along x axis x’ = x + y cot θ y’ = y z’ = z ⎡1 cot θ 0 0⎤ ⎢0 1 0 0⎥ H(θ) = ⎢ ⎥ ⎢0 0 1 0⎥ ⎢ ⎥ ⎣0 0 0 1⎦ 2 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 9 OpenGL Transformations 3 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 0 Objectives • Learn how to carry out transformations in OpenGL - Rotation - Translation - Scaling • Introduce mat.h and vec.h transformations - Model-view - Projection 3 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 1 Pre 3.1 OpenGL Matrices • In OpenGL matrices were part of the state • Multiple types - Model-View (GL_MODELVIEW) - Projection (GL_PROJECTION) - Texture (GL_TEXTURE) - Color(GL_COLOR) • Single set of functions for manipulation • Select which to manipulated by -glMatrixMode(GL_MODELVIEW); -glMatrixMode(GL_PROJECTION); 3 E.

View Full Text

Details

  • File Type
    pdf
  • Upload Time
    -
  • Content Languages
    English
  • Upload User
    Anonymous/Not logged-in
  • File Pages
    59 Page
  • File Size
    -

Download

Channel Download Status
Express Download Enable

Copyright

We respect the copyrights and intellectual property rights of all users. All uploaded documents are either original works of the uploader or authorized works of the rightful owners.

  • Not to be reproduced or distributed without explicit permission.
  • Not used for commercial purposes outside of approved use cases.
  • Not used to infringe on the rights of the original creators.
  • If you believe any content infringes your copyright, please contact us immediately.

Support

For help with questions, suggestions, or problems, please contact us