Linear and Affine Transformations Coordinate Systems
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1 Linear and Affine Transformations Coordinate Systems
2 Recall A transformation T is linear if
3 Recall A transformation T is linear if Every linear transformation can be represented as matrix
4 Linear Transformation Examples Uniform Scaling Non-uniform Scaling Rotations Reflections Orthogonal Projections Translations?
5 Problem with Translation Translation by not linear! Would like a unified framework for handling all transformations
6 Homogeneous Coordinates Main idea: add a dummy 4 th dimension points: vectors:
7 In Homogeneous Coordinates
8 In Homogeneous Coordinates
9 In Homogeneous Coordinates
10 In Homogeneous Coordinates
11 Homogeneous Coordinates Main idea: add a dummy 4 th dimension points: vectors: Now translation is matrix multiplication! 4 x 4 matrix transformations called affine
12 Linear Transformation Zoo Translation:
13 Linear Transformation Zoo Translation:
14 Linear Transformation Zoo Rotation:
15 Linear Transformation Zoo Rotation:
16 Linear Transformation Zoo Rotation: what about in homogeneous coordinates?
17 Linear Transformation Zoo Rotation:
18 Linear Transformation Zoo Rotation:
19 Linear Transformation Zoo Uniform scaling:
20 Linear Transformation Zoo Uniform scaling:
21 Linear Transformation Zoo Scaling:
22 What About Non-Axis-Aligned?
23 What About Non-Axis-Aligned? compose transformations!
24 What About Non-Axis-Aligned? compose transformations!
25 Linear Transformation Zoo Reflection:
26 Linear Transformation Zoo Reflection: axis to reflect
27 Linear Transformation Zoo Reflection:
28 Linear Transformation Zoo Shear:
29 Linear Transformation Zoo Shear:
30 Linear Transformation Zoo Shear: shear y-axis in x-axis direction
31 Linear Transformation Zoo Shear:
32 Combining Transformations matrix multiplication does not commute
33 Example: Rotate About Point
34 Example: Rotate About Point
35 Transforming Normals The problem:
36 Transforming Normals The problem:
37 Transforming Normals The problem: Points and vectors: Normals:
38 What is a Coordinate System? 1. an origin 2. a frame of vectors spanning space
39 What is a Coordinate System? 1. an origin 2. a frame of vectors spanning space usually orthonormal usually right-handed
40 What is a Coordinate System? 1. an origin 2. a frame of vectors spanning space usually orthonormal usually right-handed How represented?
41 What is a Coordinate System? 1. an origin 2. a frame of vectors spanning space usually orthonormal usually right-handed How represented? in other coordinates (turtles all the way down?)
42 Cartesian World Coordinates Canonical root coordinate system Usually y points up, x and z horizontal But this is arbitrary
43 Transforming Coordinate Systems Can define coordinate system in terms of world coordinates
44 Transforming Coordinate Systems Can define coordinate system in terms of world coordinates Given in world coords
45 Transforming Coordinate Systems Can define coordinate system in terms of world coordinates Given in world coords
46 Change of Coordinates Matrix Maps from local to world coordinates
47 Change of Coordinates Matrix Maps from local to world coordinates How to map back?
48 More Coordinates Systems world
49 More Coordinates Systems world
50 Coordinate Systems in Graphics world camera
51 Coordinate Systems in Graphics world view matrix (also called look at ) camera
52 Building the View Matrix Three axes: tangent, up, look
53 Building the View Matrix Three axes: tangent, up, look Note: camera looks down negative look direction for extra confusion
54 tangent up -look eye Building the View Matrix Three axes: tangent, up, look Note: camera looks down negative look direction for extra confusion
55 tangent up -look eye Building the View Matrix Three axes: tangent, up, look Note: camera looks down negative look direction for extra confusion
56 tangent up -look eye -R eye Building the View Matrix R tangent up -look
57 Coordinate Systems in Graphics world object view matrix camera
58 Why Use Object Coordinates?
59 Why Use Object Coordinates? Easier to work with / animate
60 Why Use Object Coordinates? Easier to work with / animate Instancing
61 Coordinate Systems in Graphics model matrix world object view matrix camera
62 Transformations Every transformation creates child coordinate system
63 Two Interpretations of Backwards: transforms applied right to left in original coordinate system
64 Two Interpretations of Forwards: transforms applied left to right in new coordinate systems
65 Two Interpretations of Same answer either way, but both interpretations useful
66 Scene Graph Represents hierarchy of transformations Assignment 3: bones in character body
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