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1 Computer Graphics Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 [email protected] http://di.ncl.ac.uk/teaching/csc3201

1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 [email protected]

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Page 1: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

1Computer Graphics

Computer Graphics

Homogeneous Coordinates & Transformations

Lecture 11/12

John Shearer Culture Lab – space 2

[email protected]://di.ncl.ac.uk/teaching/csc3201

Page 2: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

2Computer Graphics

Homogeneous CoordinatesThe homogeneous coordinates form for a three dimensional point [x y

z] is given as

p =[x’ y’ z’ w] T =[wx wy wz w] T

We return to a three dimensional point (for w0) byxx’/wyy’/wzz’/wIf w=0, the representation is that of a vectorNote that homogeneous coordinates replaces points in three

dimensions by lines through the origin in four dimensionsFor w=1, the representation of a point is [x y z 1]

Page 3: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

3Computer Graphics

Homogeneous Coordinates and Computer Graphics

• Homogeneous coordinates are key to all computer graphics systems– All standard transformations (rotation, translation, scaling)

can be implemented with matrix multiplications using 4 x 4 matrices

– Hardware pipeline works with 4 dimensional representations

– For orthographic viewing, we can maintain w=0 for vectors and w=1 for points

– For perspective we need a perspective division

Page 4: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

4Computer Graphics

Affine Transformations

• Every linear transformation is equivalent to a change in reference frame

• Every affine transformation preserves lines• However, an affine transformation has only 12

degrees of freedom because 4 of the elements in the matrix are fixed and are a subset of all possible 4 x 4 linear transformations

Page 5: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

5Computer Graphics

General Transformations

A transformation maps points to other points and/or vectors to other vectors

Page 6: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

6Computer Graphics

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

Page 7: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

7Computer Graphics

Pipeline Implementation

transformation rasterizer

u

v

u

v

T

T(u)

T(v)

T(u)T(u)

T(v)

T(v)

vertices vertices pixels

framebuffer

(from application program)

Page 8: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

8Computer Graphics

Translation

• Move (translate, displace) a point to a new location

• Displacement determined by a vector d– Three degrees of freedom– P’=P+d

P

P’

d

Page 9: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

9Computer Graphics

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

Page 10: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

10Computer Graphics

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

y’=y+dy

z’=z+dz

note that this expression is in four dimensions and expressespoint = vector + point

Page 11: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

11Computer Graphics

Translation MatrixWe can also express translation using a 4 x 4 matrix T in homogeneous coordinatesp’=Tp where

T = T(dx, dy, dz) =

This form is better for implementation because all affine transformations can be expressed this way and multiple transformations can be concatenated together

1000

d100

d010

d001

z

y

x

Page 12: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

12Computer Graphics

Translation Matrix• glTranslate produces a translation

by (x,y,z)• The current matrix is multiplied by

this translation matrix, with the product replacing the current matrix, as if glMultMatrix were called with that same matrix for its argument

void glTranslatef (GLfloat x , GLfloat y , GLfloat z );

1 0 0 x

0 1 0 y

0 0 1 z

0 0 0 1

Page 13: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

13Computer Graphics

Rotation (2D)Consider rotation about the origin by degrees

– radius stays the same, angle increases by

x’=x cos –y sin y’ = x sin + y cos

x = r cos y = r sin

x = r cos (y = r sin (

Page 14: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

14Computer Graphics

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 –y sin y’ = x sin + y cos z’ =z

Page 15: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

15Computer Graphics

Rotation Matrix

1000

0100

00 cossin

00sin cos

R = Rz() =

Page 16: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

16Computer Graphics

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

R = Rx() =R = Ry() =

1000

0 cos sin0

0 sin- cos0

0001

1000

0 cos0 sin-

0010

0 sin0 cos

Page 17: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

17Computer Graphics

General Rotation About the Origin

x

z

yv

A rotation by about an arbitrary axiscan be decomposed into the concatenationof rotations about the x, y, and z axes

R() = Rz(z) Ry(y) Rx(x)

x y z are called the Euler angles

Note that rotations do not commuteWe can use rotations in another order butwith different angles

Page 18: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

18Computer Graphics

Rotation Matrix• glRotate produces a rotation of angle

degrees around the vector (xyz)• The current matrix is multiplied by this

rotation matrix with the product replacing the current matrix, as if glMultMatrix were called with that same matrix for its argument

void glRotatef (GLfloat angle , GLfloat x , GLfloat y , GLfloat z );

Where c=cos(angle), s=sin(angle)and ||(xyz)||=1 (if not, the GL will

normalize this vector).

x2(1−c)+c xy(1−c)−zs xz(1−c)+ys x

yx(1−c)+zs y2(1−c)+c yz(1−c)−xs y

xz(1−c)−ys yz(1−c)+xs z2(1−c)+c z

0 0 0 1

Page 19: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

19Computer Graphics

Rotation About a Fixed Point other than the Origin

Move fixed point to originRotateMove fixed point backM = T(pf) R() T(-pf)

Page 20: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

20Computer Graphics

Scaling

1000

000

000

000

z

y

x

s

s

s

S = S(sx, sy, sz) =

x’=sxxy’=syxz’=szx

p’=Sp

Expand or contract along each axis (fixed point of origin)

Page 21: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

21Computer Graphics

Scale Matrix• glScale produces a nonuniform

scaling along the x, y, and z axes. The three parameters indicate the desired scale factor along each of the three axes.

• The current matrix is multiplied by this scale matrix, with the product replacing the current matrix as if glScale were called with that same matrix as its argument

void glScalef (GLfloat x , GLfloat y , GLfloat z );

x 0 0 0

0 y 0 0

0 0 z 0

0 0 0 1

Page 22: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

22Computer Graphics

Reflection

corresponds to negative scale factors

originalsx = -1 sy = 1

sx = -1 sy = -1 sx = 1 sy = -1

Page 23: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

23Computer Graphics

Inverses

• Although we could compute inverse matrices by general formulas, we can use simple geometric observations– Translation: T-1(dx, dy, dz) = T(-dx, -dy, -dz)

– Rotation: R -1() = R(-)• Holds for any rotation matrix• Note that since cos(-) = cos() and sin(-)=-sin()R -1() = R T()

– Scaling: S-1(sx, sy, sz) = S(1/sx, 1/sy, 1/sz)

Page 24: 1Computer Graphics Homogeneous Coordinates & Transformations Lecture 11/12 John Shearer Culture Lab – space 2 john.shearer@ncl.ac.uk

24Computer Graphics

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

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25Computer Graphics

Order of Transformations

• Note that matrix on the right is the first applied

• Mathematically, the following are equivalent

p’ = ABCp = A(B(Cp))

• Note many references use column matrices to represent points. In terms of column matrices

p’T = pTCTBTAT