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07_transform

Course: CMPT 361, Fall 2009
School: Sveriges...
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2D Today and 3D Geometric Objects and Transformations Geometry basics Affine transformations Use of homogeneous coordinates Concatenation of transformations 3D transformations Richard (Hao) Zhang Introduction to Computer Graphics CMPT 361 Lecture 7 Transformation of coordinate systems Transform the transforms Transformations in OpenGL February 2, 2009 2 Why do we need transformations? Need to transform objects...

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2D Today and 3D Geometric Objects and Transformations Geometry basics Affine transformations Use of homogeneous coordinates Concatenation of transformations 3D transformations Richard (Hao) Zhang Introduction to Computer Graphics CMPT 361 Lecture 7 Transformation of coordinate systems Transform the transforms Transformations in OpenGL February 2, 2009 2 Why do we need transformations? Need to transform objects from object coordinate system (OCS) to world CS Need to transform objects from world CS to the coordinate system of the camera (VCS) Need to transform objects from VCS VCS into an OpenGL window/viewport (DCS) window/viewport Object may move (translate or rotate) or deform (scale, shear, or general non-rigid deformation) nonFebruary 2, 2009 Where are we at? Geometric transformation. OCS WCS DCS 3 February 2, 2009 4 Geometry basics Scalar, point, and vector Vector space and affine space Basic point and vector operations Sided-ness test SidedLines, planes, and triangles Linear independence Coordinate systems and frames Scalar, point, and vector Point: a location in space Specified by an k-tuple for k-d points Always given with respect to some coordinate system x P= y z Scalar: a quantity, e.g., edge length Vector: a directed line segment between points Spaces: vector space, affine space, Euclidean space, etc. 5 February 2, 2009 6 February 2, 2009 Vector space A set of vectors with scalar multiplications and vector additions Scalar-vector multiplication u = v ScalarVector-vector addition: w = u + v Vector- Affine space A vector space + points = affine space Operations Vector-vector addition VectorScalar-vector multiplication ScalarPoint-vector addition PointAffine sum of points and convex sums A vector space + distance/norm = Euclidean space 7 February 2, 2009 8 Expressions such as v = u + 2w 3r make sense in a vector space But vectors lack position Inadequate for representing geometry we need positions, which are given by points February 2, 2009 Basic point and vector operations point point = vector point + vector = point vector operations: scalar * vector = vector vector + vector = vector vector vector = scalar, the dot product vector vector = vector, the cross product u v v More on dot product u v = ux * vx + uy * vy + uz * vz u u = |u|2 is always non-negative nonu v is commutative and distributive over additions u v = |u| * |v| * cos Two vectors u and v are orthogonal if and only if u v = 0 If v is normalized, i.e., |v| = 1, then u v gives the |v 1, projection of u in the direction of v u Right-hand rule February 2, 2009 9 February 2, 2009 10 More on cross product Cross product u v is a vector perpendicular to u and v frequently used to compute the normal to a plane Direction of the cross product is determined by the right hand rule uv=vu | u v | = |u| * |v| * | sin | = area of the parallelogram How to compute? use determinant i j k ux uy uz vx vy vz u February 2, 2009 11 Affine and convex sums Addition of two arbitrary points is not defined in an affine space space But consider two points P and Q with Q = P + av, we can always find av, a point R such that v = R P so now we have Q = P + a(R P) or Q = aR + (1 a)P (1 Thus, affine sum (combination) of points can be defined t1P1 + t2P2 + + tnPn, t1 + t2 + + tn = 1 Convex sum (combination) of points u v v t1P1 + + tnPn, where t1 + + tn = 1 and ti 0 for all i February 2, 2009 12 Convex hull Convex hull of a set of points: set of convex combination of these points Alternatively, the convex hull is the smallest convex object containing the set of points Formed by shrink wrapping points wrapping Useful in, e.g., fast collision detection Sided-ness test V u On which side does a point V lie with respect to a line, specified by a point P and a vector u? P Solution 1: use implicit line or plane equation; plug in the point coordinates and check the sign u v Solution 2: in 2D, let z coordinate be zero, compute a cross product and check the sign of the z component Solution 3: find a vector u perpendicular to u and check sign of u v u = (u , u ) y x v P u u = (ux, uy) February 2, 2009 13 February 2, 2009 P V 14 Line representations Consider all points of the form P(a) = P0 + ad Ray and line segment If a 0, then P(a) is the ray leaving P0 in the direction of the vector d For the two-point representation twox(a) = a Rx + (1 a) Qx y(a) = a Ry + (1 a) Qy if 1 a 0, then we get all the points on the line segment joining R and Q 15 February 2, 2009 16 this is the set of all points lying on a line that passes through P0 in the direction of the vector d Known as the parametric form of the line Given two points R and Q on the line, we have x(a) = a Rx + (1 a) Qx y(a) = a Ry + (1 a) Qy Other representations Explicit: y = mx + h Implicit: ax + by + c = 0 February 2, 2009 Parametric plane representation A plane can be defined by a point and two vectors or by three points P Implicit plane equation F(x, y, z) = ax + by + cz + d = 0 Typically, (a, b, c) is the unit normal of the plane (a If F(x0, y0, z0) < 0, point (x0, y0, z0) (x is below the plane (w. r. t. the normal) If F(x0, y0, z0) > 0, point (x0, y0, z0) (x is above the plane (a, b, c) v Q R u R P(a, b) = R + a(Q R) + b(P R) 17 In general, the distance from a point (x0, y0, z0) to the plane is given by ax0 + by0 + cz0 + d a 2 + b2 + c 2 February 2, 2009 |d| P(a, b) = R + au + bv February 2, 2009 18 Triangle and barycentric coordinates convex sum of P and Q convex sum of S() & R Coordinate system (CS) and frame n linearly independent vectors of an n-D vector space define a coordinate system (CS), e.g., Cartesian CS The vectors are called the basis vectors Any vector in the space can be written as a linear sum of the basis vectors in a unique way An origin O, the reference point, along with a set of basis vectors form a frame Any point P = O + linear sum of basis vectors T is a convex sum of P, Q, and R. The weights are called the barycentric coodinates of T February 2, 2009 19 Coefficients of the sum: coordinates of point P February 2, 2009 20 From one CS to another Express point given in one frame/CS in another CS In 2D, need to solve system of two equations Assume the two CS have the same origin P = (1, 2)T P = (x, y)T Basis: (1, 1)T and (0, 1)T New set of basis: (2,3)T and (-1, 2)T Change of CS This reduces to change of basis vectors With the 2D basis vectors u (u ) and v (v ), find a 2 2 matrix M such that [u | v] M = [u | v ], thus M = [u | v]1[u | v ] v] v] Then P(u , v ) = M1P(u, v) for all points P The matrix transforms points from one CS, with basis u and v, to another CS, with basis u and v M is also called the change of basis matrix basis Need to find x and y such that 1*(1,1)T + 2*(0,1)T = x*(2,3)T + y*(1, 2)T Alternatively 1 0 1 2 1 x 1 1 2 = 3 2 y 21 February 2, 2009 February 2, 2009 22 Basic transformations The most basic ones Translation Scaling Rotation Shear And others, e.g., perspective transform, projection, etc. Translation in 2D P = P + T Basic types of transformations Rigid-body: preserves length and angle Rigid- body: Affine: preserves parallel lines, not angles or lengths Affine: Free-form: anything goes Free- form: February 2, 2009 23 x = x + d x y = y + d y February 2, 2009 x x d x y = y + d y 24 Scaling in 2D P = S P x = s x x y = s y y Uniform: sx = sy Nonuniform: sx sy February 2, 2009 Rotation about origin Positive angles: counterclockwise For negative angles sin ( ) = sin cos( ) = cos x s x y = 0 0 x sy y 25 P = R P x cos y = sin sin x cos y 26 x = x cos y sin y = x sin + y cos February 2, 2009 Derivation of rotation matrix Make use of polar coordinates: (r, ) (x, y) x = r cos y = r sin rotate Shearing in 2D P = SH y P x 1 0 x y = b 1 y x = r cos( + ) y = r sin ( + ) y = r sin ( + ) = r sin cos + r cos sin = y cos + x sin x = r cos( + ) = r cos cos r sin sin = x cos y sin P = SH x P x = x + a y x 1 a x y = 0 1 y y = y 27 February 2, 2009 28 February 2, 2009 Homogeneous coordinates Only translation cannot be expressed as matrix-vector matrixmultiplication But we can add a third coordinate Homogeneous coordinates for 2D points (x, y) turns into (x, y, W) (x if (x, y, W) and (x', y', W ) are multiples of one another, they (x (x', y', represent the same point multiple representations for (x, y) (x typically, W 0. points with W = 0 are points at infinity Example for point at infinity: stereographic projection February 2, 2009 29 2D Homogeneous Coordinates Cartesian coordinates of the homogenous point (x, y, W): x/W, y/W (divide through by W) Our typical homogenized points: (x, y, 1) (x Connection to 3D? (x, y, 1) represents a 3D point on the plane W = 1 A homogeneous point is a line (minus origin) in 3D, through the origin Need at least one non-zero coordinate, nonso origin (0, 0, 0) is not considered February 2, 2009 30 Transformation in homogeneous coordinates General form of affine (linear) transformation Basic 2D transformations 1 0 d x Trans( d x , d y ) = 0 1 d y 0 0 1 cos Rot ( ) = sin 0 sin cos 0 0 0 1 sx Scale( s x , s y ) = 0 0 0 sy 0 0 0 1 0 0 1 x ' a b y ' = c d 1 0 0 p x q y 1 1 x = ax + by + p y = cx + dy + q E.g., 2D translation in homogeneous coordinates x ' 1 0 d x x y ' = 0 1 d y y 1 0 0 1 1 31 1 a x Shear (a x ) = 0 1 0 0 February 2, 2009 February 2, 2009 32 Inverse of transformations Inverse of Trans(dx, dy) = Trans(dx, dy) Trans( Trans( d d Compound transformations Often we need many transforms to build objects (or to direct them) direct e.g., rotation about an arbitrary point/line? 1 0 d x 1 0 d x 1 0 0 0 1 d 0 1 d = 0 1 0 y y 0 0 1 0 0 0 0 1 1 1 Trans(dx, dy) = Trans(dx, dy)1 Trans( d d Trans( Concatenate basic transforms sequentially This corresponds to multiplication of the transform matrices, thanks to homogeneous coordinates Rot()1 = Rot() Rot( 1 Rot( 1 Scale(sx, sy)1 = Scale(1/sx, 1/sy) Scale( Scale(1/s 1/s 1 Shear(ax)1 = Shear(ax) Shear( Shear( February 2, 2009 33 February 2, 2009 34 Compound translation What happens when a point goes through Trans(dx1, dy1) and then Trans(dx2, dy2)? Trans( Trans( Combined translation: Trans(dx1+dx2, dy1+dy2) Trans( Compound rotation What happens when a point goes through Rot() and then Rot()? Rot( Rot( Combined rotation: Rot( + ) Rot( cos sin 0 sin cos 0 0 cos 0 sin 1 0 sin cos 0 0 cos( + ) sin( + ) 0 0 = sin( + ) cos( + ) 0 1 0 0 1 1 0 d x1 1 0 d x2 1 0 d x1 + d x2 0 1 d 0 1 d = 0 1 d + d y1 y2 y1 y2 1 0 0 1 0 0 1 0 0 Concatenation of transformations: matrix multiplication Scaling or shearing (in one direction) is similar These concatenations are commutative 35 February 2, 2009 36 February 2, 2009 Commutativity Transformations that do commute: Translate translate Rotate Scale rotate scale Uniform scale rotate Shear in x (y) shear in x (y), etc. Rotation about an arbitrary point Break it down into easier problems: Translate to the origin: Trans(x1, y1) Trans( x y Rotate: Rot(q) Rot( And translate back: Trans(x1, y1) Trans( In general, the order in which transformations are composed is important After all, matrix multiplications are not commutative February 2, 2009 37 February 2, 2009 38 Rotation about an arbitrary point Another example Compound transformation (non-commutative): (nonTrans(x1, y1) Rot(q) Trans(x1, y1) Trans( Rot( Trans( x y P = Trans(x1, y1)Rot(q)Trans(x1, y1)P = TP Trans( Rot( Trans( x y Why combine these matrices into a single T? Compound transformation: Trans(x2, y2) Rot(90o) Scale(sx, sy) Trans(x1, y1) Rot(90 Scale( Trans( x y Trans( February 2, 2009 39 February 2, 2009 40 Rigid-body transformation A transformation matrix Affine transformation (stop) Preserves parallelism, not lengths or angles r11 r 21 0 r12 r22 0 dx dy 1 Rot(45o) where the upper 2 2 submatrix is orthonormal, preserves orthonormal, angles and lengths called rigid-body transformation rigidany sequence of translation and rotation give a rigid-body rigidtransformation Unit cube Scale in x Product of a sequence of translation, scaling, rotation, and shear is affine In general, A is affine if A(u) = L(u) + w, for linear transformation L and constant vector w February 2, 2009 41 February 2, 2009 42 Transformations in 3D (start) Add a z-axis to (x, y) plane (x right-handed system: right+z pointing towards us; positive rotation counter-clockwise counterleft-handed system: +z left+z pointing away from us; positive rotation clockwise Translation in 3D Again, we use homogeneous coordinates Standard math convention (used Used in some graphics systems in our presentation and OpenGL) (z-axis as depth), e.g., POV-Ray, POVand Renderman February 2, 2009 43 1 0 Trans(t x , t y , t z ) = 0 0 February 2, 2009 0 0 tx 1 0 ty 0 1 tz 0 0 1 44 Scaling in 3D sx 0 S (sx , s y , sz ) = 0 0 0 sy 0 0 0 0 sz 0 0 0 0 1 Rotation in 3D (about origin) Around z-axis cos sin 0 sin cos 0 Rz ( ) = 0 0 1 0 0 0 0 0 1 0 cos sin Rx ( ) = 0 sin cos 0 0 0 cos 0 sin 0 1 0 R y ( ) = sin 0 cos 0 0 0 0 0 0 1 0 0 0 1 0 0 0 1 46 Around x-axis Around y-axis February 2, 2009 45 February 2, 2009 Properties of rotation matrix Property 1: columns and rows are mutually orthogonal unit vectors, i.e, orthonormal r11 r12 r13 0 Property 2: determinant of M = 1 r r r 0 M = 21 22 23 r31 r32 r33 0 What if det(M) 1? 0 0 0 1 product of any pair of orthonormal matrices is also orthonormal orthormality: inverse = transpose orthormality: (PT= (P P1) Another nice property row vectors: unit vectors which rotate into principal axes, i.e., [1 0 0]T, [0 1 0]T, and [0 0 1]T column vectors: unit vectors into which principle axes rotate (obviously) 1 r11 0 = r 21 0 r31 r12 r22 r32 r13 r11 r23 r12 r33 r13 0 r11 1 = r 21 0 r31 r12 r22 r32 r13 r21 r23 r22 r33 r23 0 r11 0 = r 21 1 r31 47 February 2, 2009 r12 r22 r32 r13 r31 r23 r32 r33 r33 48 February 2, 2009 Shearing in 3D In (y, z) w.r.t. x value 1 0 sh 1 SH yz = y shz 0 0 0 1 shx 0 1 SH xz = 0 shz 0 0 1 0 SH xy = 0 0 0 1 0 0 0 0 0 0 1 0 0 1 0 0 0 0 1 0 0 1 shx 0 shy 0 1 0 0 1 49 February 2, 2009 Inverse Transforms Translation: negate tx, ty, tz Scaling: change sx to 1/sx , etc. Rotation: negate the angle Shearing: negate shy, shz, etc. In (z, x) w.r.t. y value In (x, y) w.r.t. z value February 2, 2009 50 General 3D transformations Any arbitrary sequence of rotation, translation scaling, and shear can be represented as: Compound transforms Just like in 2D, however Rotation is about more than one axis P3 on (y, z) plane (y r11 r M = 21 r31 0 r12 r22 r32 0 r13 r23 r33 0 tx ty tz 1 where upper left 3 3 is the combined scaling, rotation, and shearing; [tx ty tz]T for translation [t How should we do this? 51 February 2, 2009 52 February 2, 2009 Compute compound transform y P3 Compute compound transform Rotation about x by to get P1P2 to align with the +z-axis y Ry( 90) P3 P2 Use of right-hand CS P1 P2 x Translation by P1 so that P1 is at origin Rotation about y by ( 90) to get P1P2 90 onto the (y, z) plane z T(x1, y1, z1) y P3 P3 Rotation about z by to get P1P3 onto the (y, z) plane P1 y Rx() z x P3 P2 P1 P1 P2 z February 2, 2009 x 53 February 2, 2009 z x 54 Compute compound transform y P3 y Rz() Alternative composition Recall the nice properties of the rotation matrices: nice P1 P2 x z P3 P1 P2 x z r1x R = r1 y r1z r2 x r2 y r2 z r3 x Rx r3 y = R y r3 z Rz Combined transformation: Rz ( ) Rx ( ) Rot y ( 90o ) Trans ( P ) 1 Ris are the unit row vectors which rotate into principal coordinate axes, e.g., RRxT = [1 0 0]T Let us try to construct these directly, assuming the translation Trans(P1) is already done. Trans( 55 February 2, 2009 56 February 2, 2009 Alternative composition Alternative composition By definition, Rz Rx must rotate into the remaining y-axis and: R y = Rz Rx We are done: the unit vector to move to lie on the positive z axis is: the unit vector that rotates into x is normal to the plane P1P2P3. February 2, 2009 Rz = Rx = P P2 1 P P2 1 P P3 P P2 1 1 P P3 P P2 1 1 57 February 2, 2009 Rx R 0 M = 1 Trans ( P ), where R = R y 0 1 Rz 58 Exercise How to get the jet into the desired direction of flight (DOF)? Special transformations Points: we have been doing this so far Lines: just transform the endpoint of a line Planes: trickier if defined by 3 points, can transform points, but ... more often defined by a plane equation Ax + By + Cz + D = 0 February 2, 2009 59 February 2, 2009 60 Plane transform By homogeneous coordinates we can write: N = (A B C D) T Plane transform: derivation After the transform we have: N * = QN and we would like to have: T P * = MP with P = [x y z 1]T: NT P = 0 Now, suppose we want to transform our space by matrix M To maintain NTP = 0 , we must also transform N. Let this transform be Q. February 2, 2009 61 February 2, 2009 N * P* = 0 now some algebra: N * P * = (QN ) (MP ) T T = N T QT M P = 0 62 ( ) Plane transform: result This will hold when: Q M = kI T Transformation of CS So far: transform points on one object with respect to the same coordinate system (CS) Sometimes need to change CS hence: Q = M 1 ( ) T e.g. we may have many objects, each in its own CS, and we want to express all of them...

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file: c:\temp\courses\spring2006\303\ee303rpt_grd.docRWN 04/13/06ENEE 303 Base Paper Report Grading Form Student: Paper Title: Base Paper: 1. Historical framework; 10 points 2. Comprehension and intuitive explanation of circuit operation; 10 poin
Maryland - ECE - 303
Maryland - ECE - 303
Maryland - ECE - 303
Maryland - ECE - 417
file: c:\temp\courses\spring2003\417\ee417rpt_grd.docRWN 05/05/03ENEE 417 Base Paper Report Grading Form Student: Paper Title: Base Paper: 1. Historical framework; 10 points 2. Comprehension and intuitive explanation of circuit operation; 10 poin