CS D Transformation. Junqiao Zhao 赵君峤
|
|
- Eunice Norris
- 6 years ago
- Views:
Transcription
1 CS D Transformation Junqiao Zhao 赵君峤 Department of Computer Science and Technology College of Electronics and Information Engineering Tongji University
2 Review Translation Linear transformation Affine transformation Composing transformations
3 3D Transformations Use homogeneous coordinates, just as in 2D case Transformations are now 4x4 matrices We will use a right-handed (world) coordinate system - ( z out of page ) Y Z X
4 Translation x y z 1 = dx 0 dy 1 dz 0 1 x y z 1
5 Scale x y z 1 = sx 0 0 sy sz x y z 1
6 Reflection x y z 1 = s s s x y z 1
7 Shear x y z 1 = 1 a 1 a 3 1 a 5 a a 2 0 a x y z 1
8 Rotation R z (θ) = x y z 1 = cosθ sinθ sinθ cosθ x y z 1 Y Z X
9 Rotation R x (θ) = x y z 1 = cosθ 0 sinθ sinθ 0 cosθ x y z 1 Y Z X
10 Rotation R y (θ) = x y z 1 = cosθ sinθ sinθ cosθ x y z 1 Y Z X
11 General Rotation Matrices Rotation in 2D? Around an arbitrary point Rotation in 3D? Around an arbitrary axis There are many more 3D rotations than 2D
12 Properties of Rotation Matrices Columns of R are mutually orthonormal RR T = R T R = I Square matrices with det(r)=1 Also the rules of determining whether a matrix is a rotation matrix
13 Specifying Rotations In 2D, just an angle θ In 3D, is more complex Basic rotation about origin: Axis and angle Convention: positive rotation is CCW (right handed) Many ways Directly through Euler angles: 3 angles about 3 axes Indirectly through frame transformations Quaternions
14 Euler Angles Any rotation may be described using three angles. If the rotations are written in terms of rotation matrices D, C, and B, then a general rotation A can be written as: A = BCD Gimbal
15 Euler Angles Roll(Φ) around X Pitch(Θ) around Y Yaw(Ψ) around Z
16 Extrinsic vs Intrinsic Rotations Any extrinsic rotation is equivalent to an intrinsic rotation by the same angles but with inverted order of elemental rotations: x-y -z = z-y-x
17 Rotation Not commutative if the axis of rotation are not parallel R ( ) R ( ) R ( ) R ( ) x y y x
18 Gimbal Lock Euler basic motions are never expressed in a frame, but a mixed axes of rotation R = cosα sinα 0 sinα cosα Set β = π/2? cosβ 0 sinβ sinβ 0 cosβ cosγ sinγ 0 sinγ cosγ
19 Matrices for Axis-angle Rotations Ruler angles are for coordinates axes What if we want rotation about some random axis? Compute by composing elementary transforms Transform rotation axis to align with x axis Apply rotation Inverse transform back into position
20 Building General Rotations Using elementary transforms Translate axis to pass through origin Rotate about y to get into x-y plane Rotate about z to get into x axis Alternative: construct a frame and change coordinates Choose p, u, v, w Apply transform T = FR x θ F 1 F = u v w p Y X v w p u Z
21 Build a 3D Frame Frame matrix F = u v w p Move point to and from frame P F = F 1 P P = FP F Move transformations using similarity transform T F = F 1 TF T = FT F F 1
22 Build a 3D Frame u, v, w, p Given a vector a and a secondary vector b u should be parallel to a: u = a a Then the u-v plane should contain b: w = u b u b Finally, v = w u Given a vector a only u should be parallel to a Then choose arbitrary b, which should not overlap a Do the same
23 Building General Rotations Build a frame with u, v, w, p F = u v w p Transform T = FR x θ F 1 Interpretation Move to the new frame, rotate, then move back Or, rotate in the new coordinate frame
24 Rotation about an Arbitrary Axis About (ux, uy, uz), a unit vector on an arbitrary axis Rodrigues' rotation formula y Rotate(k, θ) θ u z x x' y' z' 1 = uxux(1-c)+c uyux(1-c)+uzs uzux(1-c)-uys 0 uzux(1-c)-uzs uzux(1-c)+c uyuz(1-c)+uxs 0 uxuz(1-c)+uys uyuz(1-c)-uxs uzuz(1-c)+c x y z 1 where c = cos θ & s = sin θ
25 Quaternions Compare to Euler angles and Rotation matrices Can avoid the gimbal lock Can smoothly interpolate over a sphere Representation A quaternion is composed of one real element and three complex elements A rotation through an angle of θ around the axis defined by a unit vector u where u = u x, u y, u z = u x i + u y j + u z k can be represented by a quaternion: q = e θ 2 (u xi+u y j+u z k) = cos θ 2 + (u xi + u y j + u z k)sin θ 2 P = qpq 1
26 Transformations
27 View Transformation We have the world coordinates of all the vertices Now we want to convert the scene so that it appears in front of the camera
28 View Transformation We want to know the positions in the camera coordinate system We can compute the camera-toworld transformation matrix using the orientation and translation of the camera from the origin of the world coordinate system M w c
29 View Transformation We want to know the positions in the camera coordinate system V w = M w c V c Camera-to-world transformation Point in the world coordinate V c = M 1 w c V w = M c w V w Point in the camera coordinate 29
30 Normal Vectors We also need to know the direction of the normal vectors in the world coordinate system This is going to be used at the shading operation We only want to rotate the normal vector Do not translate it
31 Normal Vectors We need to set elements of the translation part to zero r r r r r r r r r tx ty t z 1 r r r r r r r r r
32 Transformations in OpenGL gltranslatef (dx, dy, dz) glrotatef (theta, ux, uy, uz) glscalef (sx, sy, sz) glloadidentity() Transformations are modulated by OpenGL Matrices
33 OpenGL Matrices In OpenGL matrices are part of the state Multiple types Model-View (GL_MODELVIEW) Projection (GL_PROJECTION) Texture (GL_TEXTURE) (ignore for now) Color(GL_COLOR) (ignore for now) Single set of functions for manipulation Select which to manipulated by glmatrixmode(gl_modelview); glmatrixmode(gl_projection);
34 Current Transformation Matrix (CTM) Conceptually there is a 4 x 4 homogeneous coordinate matrix, the current transformation matrix (CTM) that is part of the state and is applied to all vertices that pass down the pipeline The CTM is defined in the user program and loaded into a transformation unit vertices p T CTM p =Tp vertices
35 CTM operations The CTM can be altered either by loading a new CTM or by postmutiplication Load an identity matrix: C I Load an arbitrary matrix: C M Load a translation matrix: C T Load a rotation matrix: C R Load a scaling matrix: C S Postmultiply by an arbitrary matrix: C CM Postmultiply by a translation matrix: C CT Postmultiply by a rotation matrix: C CR Postmultiply by a scaling matrix: C CS
36 Rotation about a Fixed Point Start with identity matrix: C I Move fixed point to origin: C CT -1 Rotate: C CR Move fixed point back: C CT Result: C = T -1 R T which is backwards. This result is a consequence of doing postmultiplications.
37 Reversing the Order We want C = T R T -1 so we must do the operations in the following order C I C CT C CR C CT -1 Each operation corresponds to one function call in the program. Note that the last operation specified is the first executed in the program
38 CTM in OpenGL OpenGL has a model-view and a projection matrix in the pipeline which are concatenated together to form the CTM Can manipulate each by first setting the correct matrix mode
39 Rotation, Translation, Scaling Load an identity matrix: glloadidentity() Multiply on right: glrotatef(theta, vx, vy, vz) theta in degrees, (vx, vy, vz) define axis of rotation gltranslatef(dx, dy, dz) glscalef( sx, sy, sz) Each has a float (f) and double (d) format (glscaled)
40 Example Rotation about z axis by 30 degrees with a fixed point of (1.0, 2.0, 3.0) glmatrixmode(gl_modelview); glloadidentity(); gltranslatef(1.0, 2.0, 3.0); glrotatef(30.0, 0.0, 0.0, 1.0); gltranslatef(-1.0, -2.0, -3.0); Remember that last matrix specified in the program is the first applied Demo
41 gllookat(eye, center, up) glulookat creates a viewing matrix derived from an eye point, a reference point indicating the center of the scene, and an UP vector Let f = normalized center eye UP = normalized up X = f UP F = X UP f eye
42 Arbitrary Matrices Can load and multiply by matrices defined in the application program glloadmatrixf(m) glmultmatrixf(m) The matrix m is a one dimension array of 16 elements which are the components of the desired 4 x 4 matrix stored by columns In glmultmatrixf, m multiplies the existing matrix on the right
43 Matrix Stacks In many situations we want to save transformation matrices for use later Traversing hierarchical data structures Avoiding state changes when executing display lists OpenGL maintains stacks for each type of matrix Access present type (as set by glmatrixmode) by glpushmatrix() glpopmatrix()
44 Matrix Stacks glpushmatrix pushes the current matrix stack down by one, duplicating the current matrix. That is, after a glpushmatrix call, the matrix on top of the stack is identical to the one below it.
45 Reading Back Matrices Can also access matrices (and other parts of the state) by query functions glgetintegerv glgetfloatv glgetbooleanv glgetdoublev glisenabled For matrices, we use as double m[16]; glgetfloatv(gl_modelview, m);
46 Using Transformations Example: use idle function to rotate a cube and mouse function to change direction of rotation Start with a program that draws a cube (colorcube.c) in a standard way Centered at origin Sides aligned with axes Will discuss modeling in next lecture
47 main.c void main(int argc, char **argv) { glutinit(&argc, argv); glutinitdisplaymode(glut_double GLUT_RGB GLUT_DEPTH); glutinitwindowsize(500, 500); glutcreatewindow("colorcube"); glutreshapefunc(myreshape); glutdisplayfunc(display); glutidlefunc(spincube); glutmousefunc(mouse); glenable(gl_depth_test); glutmainloop(); }
48 Idle and Mouse callbacks void spincube() { theta[axis] += 2.0; if( theta[axis] > ) theta[axis] -= 360.0; glutpostredisplay(); } void mouse(int btn, int state, int x, int y) { if(btn==glut_left_button && state == GLUT_DOWN) axis = 0; if(btn==glut_middle_button && state == GLUT_DOWN) axis = 1; if(btn==glut_right_button && state == GLUT_DOWN) axis = 2; }
49 Display callback void display() { glclear(gl_color_buffer_bit GL_DEPTH_BUFFER_BIT); glloadidentity(); glrotatef(theta[0], 1.0, 0.0, 0.0); glrotatef(theta[1], 0.0, 1.0, 0.0); glrotatef(theta[2], 0.0, 0.0, 1.0); colorcube(); glutswapbuffers(); } Note that because of fixed from of callbacks, variables such as theta and axis must be defined as globals Camera information is in standard reshape callback
50 Animate Stars
51 Using the Model-view Matrix In OpenGL the model-view matrix is used to Position the camera Can be done by rotations and translations but is often easier to use glulookat Build models of objects The projection matrix is used to define the view volume and to select a camera lens
52 Model-view and Projection Matrices Although both are manipulated by the same functions, we have to be careful because incremental changes are always made by postmultiplication For example, rotating model-view and projection matrices by the same matrix are not equivalent operations. Postmultiplication of the model-view matrix is equivalent to premultiplication of the projection matrix
53 Smooth Rotation From a practical standpoint, we are often want to use transformations to move and reorient an object smoothly Problem: find a sequence of model-view matrices M 0,M 1,..,M n so that when they are applied successively to one or more objects we see a smooth transition For orientating an object, we can use the fact that every rotation corresponds to part of a great circle on a sphere Find the axis of rotation and angle Virtual trackball
54 Incremental Rotation Consider the two approaches For a sequence of rotation matrices R 0,R 1,..,R n, find the Euler angles for each and use R i = R iz R iy R ix Not very efficient Use the final positions to determine the axis and angle of rotation, then increment only the angle Quaternions can be more efficient than either
55 Interfaces One of the major problems in interactive computer graphics is how to use two-dimensional devices such as a mouse to interface with three dimensional objects Example: how to form an instance matrix? Some alternatives Virtual trackball 3D input devices such as the spaceball Use areas of the screen Distance from center controls angle, position, scale depending on mouse button depressed
56 Animate a bicycle
57 References Ed Angel, CS/EECE 433 Computer Graphics, University of New Mexico Steve Marschner, CS4620/5620 Computer Graphics, Cornell Tom Thorne, COMPUTER GRAPHICS, The University of Edinburgh Elif Tosun, Computer Graphics, The University of New York Lin Zhang, Computer Graphics, Tongji Unviersity
Order of Transformations
Order of Transformations 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 Note
More informationComputer Graphics CS 543 Lecture 5 (Part 2) Implementing Transformations
Computer Graphics CS 543 Lecture 5 (Part 2) Implementing Transformations Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Objectives Learn how to implement transformations
More informationCSC 470 Computer Graphics
CSC 470 Computer Graphics Transformations of Objects CSC 470 Computer Graphics, Dr.N. Georgieva, CSI/CUNY 1 Transformations of objects - 2D CSC 470 Computer Graphics, Dr.N. Georgieva, CSI/CUNY 2 Using
More informationModeling Transform. Chapter 4 Geometric Transformations. Overview. Instancing. Specify transformation for objects 李同益
Modeling Transform Chapter 4 Geometric Transformations 李同益 Specify transformation for objects Allow definitions of objects in own coordinate systems Allow use of object definition multiple times in a scene
More informationTransformations. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science
Transformations CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science 1 Objectives Introduce standard transformations - Rotation - Translation - Scaling - Shear Derive
More informationComputer Graphics (CS 4731) Lecture 11: Implementing Transformations. Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)
Computer Graphics (CS 47) Lecture : Implementing Transformations Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Objectives Learn how to implement transformations in OpenGL
More informationObjectives. transformation. General Transformations. Affine Transformations. Notation. Pipeline Implementation. Introduce standard transformations
Objectives Transformations CS Interactive Computer Graphics Prof. David E. Breen Department of Computer Science Introduce standard transformations - Rotation - Translation - Scaling - Shear Derive homogeneous
More informationComputer Graphics (CS 4731) Lecture 11: Implementing Transformations. Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)
Computer Graphics (CS 47) Lecture : Implementing Transformations Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Objectives Learn how to implement transformations in OpenGL
More informationCS 4204 Computer Graphics
CS 424 Computer Graphics 2D Transformations Yong Cao Virginia Tech References: Introduction to Computer Graphics course notes by Doug Bowman Interactive Computer Graphics, Fourth Edition, Ed Angle Transformations
More informationIntroduction to Computer Graphics with WebGL
Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science Laboratory University of New Mexico WebGL Transformations
More informationTransformations. Overview. Standard Transformations. David Carr Fundamentals of Computer Graphics Spring 2004 Based on Slides by E.
INSTITUTIONEN FÖR SYSTEMTEKNIK LULEÅ TEKNISKA UNIVERSITET Transformations David Carr Fundamentals of Computer Graphics Spring 24 Based on Slides by E. Angel Feb-1-4 SMD159, Transformations 1 L Overview
More informationTransformations. Standard Transformations. David Carr Virtual Environments, Fundamentals Spring 2005 Based on Slides by E. Angel
INSTITUTIONEN FÖR SYSTEMTEKNIK LULEÅ TEKNISKA UNIVERSITET Transformations David Carr Virtual Environments, Fundamentals Spring 25 Based on Slides by E. Angel Jan-27-5 SMM9, Transformations 1 L Overview
More informationModeling Objects by Polygonal Approximations. Linear and Affine Transformations (Maps)
Modeling Objects by Polygonal Approximations Define volumetric objects in terms of surfaces patches that surround the volume Each surface patch is approximated set of polygons Each polygon is specified
More informationTransformations. CSCI 420 Computer Graphics Lecture 4
CSCI 420 Computer Graphics Lecture 4 Transformations Jernej Barbic University of Southern California Vector Spaces Euclidean Spaces Frames Homogeneous Coordinates Transformation Matrices [Angel, Ch. 4]
More informationCS452/552; EE465/505. Transformations
CS452/552; EE465/55 Transformations 1-29-15 Outline! Transformations Read: Angel, Chapter 4 (study cube.html/cube.js example) Helpful links: Linear Algebra: Khan Academy Lab1 is posted on github, due:
More informationTranslation. 3D Transformations. Rotation about z axis. Scaling. CS 4620 Lecture 8. 3 Cornell CS4620 Fall 2009!Lecture 8
Translation 3D Transformations CS 4620 Lecture 8 1 2 Scaling Rotation about z axis 3 4 Rotation about x axis Rotation about y axis 5 6 Transformations in OpenGL Stack-based manipulation of model-view transformation,
More informationC OMPUTER G RAPHICS Thursday
C OMPUTER G RAPHICS 2017.04.27 Thursday Professor s original PPT http://calab.hanyang.ac.kr/ Courses Computer Graphics practice3.pdf TA s current PPT not uploaded yet GRAPHICS PIPELINE What is Graphics
More informationVertex Buffer Objects and Transformations Week 4
CS 432/637 INTERACTIVE COMPUTER GRAPHICS Vertex Buffer Objects and Transformations Week 4 David Breen Department of Computer Science Drexel University Based on material from Ed Angel, University of New
More informationComputer graphics MN1
Computer graphics MN1 Hierarchical modeling Transformations in OpenGL glmatrixmode(gl_modelview); glloadidentity(); // identity matrix gltranslatef(4.0, 5.0, 6.0); glrotatef(45.0, 1.0, 2.0, 3.0); gltranslatef(-4.0,
More informationComputer Graphics Geometric Transformations
Computer Graphics 2016 6. Geometric Transformations Hongxin Zhang State Key Lab of CAD&CG, Zhejiang University 2016-10-31 Contents Transformations Homogeneous Co-ordinates Matrix Representations of Transformations
More informationTransformations Computer Graphics I Lecture 4
15-462 Computer Graphics I Lecture 4 Transformations Vector Spaces Affine and Euclidean Spaces Frames Homogeneous Coordinates Transformation Matrices January 23, 2003 [Angel, Ch. 4] Frank Pfenning Carnegie
More informationFall CSCI 420: Computer Graphics. 2.2 Transformations. Hao Li.
Fall 2017 CSCI 420: Computer Graphics 2.2 Transformations Hao Li http://cs420.hao-li.com 1 OpenGL Transformations Matrices Model-view matrix (4x4 matrix) Projection matrix (4x4 matrix) vertices in 3D Model-view
More informationLecture 4: Transformations and Matrices. CSE Computer Graphics (Fall 2010)
Lecture 4: Transformations and Matrices CSE 40166 Computer Graphics (Fall 2010) Overall Objective Define object in object frame Move object to world/scene frame Bring object into camera/eye frame Instancing!
More informationComputer Graphics. Bing-Yu Chen National Taiwan University
Computer Graphics Bing-Yu Chen National Taiwan University Introduction to OpenGL General OpenGL Introduction An Example OpenGL Program Drawing with OpenGL Transformations Animation and Depth Buffering
More informationComputer Graphics. Chapter 7 2D Geometric Transformations
Computer Graphics Chapter 7 2D Geometric Transformations Chapter 7 Two-Dimensional Geometric Transformations Part III. OpenGL Functions for Two-Dimensional Geometric Transformations OpenGL Geometric Transformation
More informationAffine Transformations in 3D
Affine Transformations in 3D 1 Affine Transformations in 3D 1 Affine Transformations in 3D General form 2 Translation Elementary 3D Affine Transformations 3 Scaling Around the Origin 4 Along x-axis Shear
More informationTransformations Computer Graphics I Lecture 4
15-462 Computer Graphics I Lecture 4 Transformations Vector Spaces Affine and Euclidean Spaces Frames Homogeneous Coordinates Transformation Matrices January 24, 2002 [Angel, Ch. 4] Frank Pfenning Carnegie
More informationIntroduction to Computer Graphics with WebGL
1 Introduction to Computer Graphics with WebGL Ed Angel Transformations General Transformations A transformation maps points to other points and/or vectors to other vectors v=t(u) Q=T(P) 2 Affine Transformations
More informationTransformations. CSCI 420 Computer Graphics Lecture 5
CSCI 420 Computer Graphics Lecture 5 Transformations Jernej Barbic University of Southern California Vector Spaces Euclidean Spaces Frames Homogeneous Coordinates Transformation Matrices [Angel, Ch. 3]
More informationTransformations. OpenGL Transformations. 4x4 Model-view Matrix (this lecture) OpenGL Transformation Matrices. 4x4 Projection Matrix (next lecture)
CSCI 420 Computer Graphics Lecture 5 OpenGL Transformations Transformations Vector Spaces Euclidean Spaces Frames Homogeneous Coordinates Transformation Matrices Jernej Barbic [Angel, Ch. 3] University
More information3D Transformations. CS 4620 Lecture Kavita Bala w/ prior instructor Steve Marschner. Cornell CS4620 Fall 2015 Lecture 11
3D Transformations CS 4620 Lecture 11 1 Announcements A2 due tomorrow Demos on Monday Please sign up for a slot Post on piazza 2 Translation 3 Scaling 4 Rotation about z axis 5 Rotation about x axis 6
More informationHierarchical Modeling: Tree of Transformations, Display Lists and Functions, Matrix and Attribute Stacks,
Hierarchical Modeling: Tree of Transformations, Display Lists and Functions, Matrix and Attribute Stacks, Hierarchical Modeling Hofstra University 1 Modeling complex objects/motion Decompose object hierarchically
More informationCS380: Computer Graphics 2D Imaging and Transformation. Sung-Eui Yoon ( 윤성의 ) Course URL:
CS380: Computer Graphics 2D Imaging and Transformation Sung-Eui Yoon ( 윤성의 ) Course URL: http://sglab.kaist.ac.kr/~sungeui/cg Class Objectives Write down simple 2D transformation matrixes Understand the
More informationInteraction. CSCI 480 Computer Graphics Lecture 3
CSCI 480 Computer Graphics Lecture 3 Interaction January 18, 2012 Jernej Barbic University of Southern California Client/Server Model Callbacks Double Buffering Hidden Surface Removal Simple Transformations
More informationInteraction Computer Graphics I Lecture 3
15-462 Computer Graphics I Lecture 3 Interaction Client/Server Model Callbacks Double Buffering Hidden Surface Removal Simple Transformations January 21, 2003 [Angel Ch. 3] Frank Pfenning Carnegie Mellon
More informationComputer Graphics. Chapter 5 Geometric Transformations. Somsak Walairacht, Computer Engineering, KMITL
Chapter 5 Geometric Transformations Somsak Walairacht, Computer Engineering, KMITL 1 Outline Basic Two-Dimensional Geometric Transformations Matrix Representations and Homogeneous Coordinates Inverse Transformations
More information2D and 3D Viewing Basics
CS10101001 2D and 3D Viewing Basics Junqiao Zhao 赵君峤 Department of Computer Science and Technology College of Electronics and Information Engineering Tongji University Viewing Analog to the physical viewing
More informationScene Graphs. CS4620/5620: Lecture 7. Announcements. HW 1 out. PA 1 will be out on Wed
CS4620/5620: Lecture 7 Scene Graphs 1 Announcements HW 1 out PA 1 will be out on Wed Next week practicum will have an office hour type session on Open GL 2 Example Can represent drawing with flat list
More information1 Transformations. Chapter 1. Transformations. Department of Computer Science and Engineering 1-1
Transformations 1-1 Transformations are used within the entire viewing pipeline: Projection from world to view coordinate system View modifications: Panning Zooming Rotation 1-2 Transformations can also
More information3D Transformations. CS 4620 Lecture 10. Cornell CS4620 Fall 2014 Lecture Steve Marschner (with previous instructors James/Bala)
3D Transformations CS 4620 Lecture 10 1 Translation 2 Scaling 3 Rotation about z axis 4 Rotation about x axis 5 Rotation about y axis 6 Properties of Matrices Translations: linear part is the identity
More informationRotations (and other transformations) Rotation as rotation matrix. Storage. Apply to vector matrix vector multiply (15 flops)
Cornell University CS 569: Interactive Computer Graphics Rotations (and other transformations) Lecture 4 2008 Steve Marschner 1 Rotation as rotation matrix 9 floats orthogonal and unit length columns and
More informationAnimating orientation. CS 448D: Character Animation Prof. Vladlen Koltun Stanford University
Animating orientation CS 448D: Character Animation Prof. Vladlen Koltun Stanford University Orientation in the plane θ (cos θ, sin θ) ) R θ ( x y = sin θ ( cos θ sin θ )( x y ) cos θ Refresher: Homogenous
More informationTransformation, Input and Interaction. Hanyang University
Transformation, Input and Interaction Hanyang University Transformation, projection, viewing Pipeline of transformations Standard sequence of transforms Cornell CS4620 Fall 2008 Lecture 8 3 2008 Steve
More informationReading. Hierarchical Modeling. Symbols and instances. Required: Angel, sections , 9.8. Optional:
Reading Required: Angel, sections 9.1 9.6, 9.8 Optional: Hierarchical Modeling OpenGL rogramming Guide, the Red Book, chapter 3 cse457-07-hierarchical 1 cse457-07-hierarchical 2 Symbols and instances Most
More informationPrecept 2 Aleksey Boyko February 18, 2011
Precept 2 Aleksey Boyko February 18, 2011 Getting started Initialization Drawing Transformations Cameras Animation Input Keyboard Mouse Joystick? Textures Lights Programmable pipeline elements (shaders)
More information// double buffering and RGB glutinitdisplaymode(glut_double GLUT_RGBA); // your own initializations
#include int main(int argc, char** argv) { glutinit(&argc, argv); Typical OpenGL/GLUT Main Program // GLUT, GLU, and OpenGL defs // program arguments // initialize glut and gl // double buffering
More informationComputer graphics MN1
Computer graphics MN1 http://www.opengl.org Todays lecture What is OpenGL? How do I use it? Rendering pipeline Points, vertices, lines,, polygons Matrices and transformations Lighting and shading Code
More information2D/3D Geometric Transformations and Scene Graphs
2D/3D Geometric Transformations and Scene Graphs Week 4 Acknowledgement: The course slides are adapted from the slides prepared by Steve Marschner of Cornell University 1 A little quick math background
More information3D Transformation. In 3D, we have x, y, and z. We will continue use column vectors:. Homogenous systems:. x y z. x y z. glvertex3f(x, y,z);
3D Transformation In 3D, we have x, y, and z. We will continue use column vectors:. Homogenous systems:. 3D Transformation glvertex3f(x, y,z); x y z x y z A Right Handle Coordinate System x y z; y z x;
More informationLecture 5b. Transformation
Lecture 5b Transformation Refresher Transformation matrices [4 x 4]: the fourth coordinate is homogenous coordinate. Rotation Transformation: Axis of rotation must through origin (0,0,0). If not, translation
More informationGEOMETRIC TRANSFORMATIONS AND VIEWING
GEOMETRIC TRANSFORMATIONS AND VIEWING 2D and 3D 1/44 2D TRANSFORMATIONS HOMOGENIZED Transformation Scaling Rotation Translation Matrix s x s y cosθ sinθ sinθ cosθ 1 dx 1 dy These 3 transformations are
More informationTransforms. COMP 575/770 Spring 2013
Transforms COMP 575/770 Spring 2013 Transforming Geometry Given any set of points S Could be a 2D shape, a 3D object A transform is a function T that modifies all points in S: T S S T v v S Different transforms
More informationBooks, OpenGL, GLUT, GLUI, CUDA, OpenCL, OpenCV, PointClouds, and G3D
Books, OpenGL, GLUT, GLUI, CUDA, OpenCL, OpenCV, PointClouds, and G3D CS334 Spring 2012 Daniel G. Aliaga Department of Computer Science Purdue University Computer Graphics Pipeline Geometric Primitives
More informationTransformations. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico
Transformations Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico Angel: Interactive Computer Graphics 4E Addison-Wesley 25 1 Objectives
More informationBooks, OpenGL, GLUT, CUDA, OpenCL, OpenCV, PointClouds, G3D, and Qt
Books, OpenGL, GLUT, CUDA, OpenCL, OpenCV, PointClouds, G3D, and Qt CS334 Fall 2015 Daniel G. Aliaga Department of Computer Science Purdue University Books (and by now means complete ) Interactive Computer
More informationOpenGL/GLUT Intro. Week 1, Fri Jan 12
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2007 Tamara Munzner OpenGL/GLUT Intro Week 1, Fri Jan 12 http://www.ugrad.cs.ubc.ca/~cs314/vjan2007 News Labs start next week Reminder:
More informationTransformations. Prof. George Wolberg Dept. of Computer Science City College of New York
Transforations Prof. George Wolberg Dept. of Coputer Science City College of New York Objectives Introduce standard transforations - Rotations - Translation - Scaling - Shear Derive hoogeneous coordinate
More informationComputer Graphics 7: Viewing in 3-D
Computer Graphics 7: Viewing in 3-D In today s lecture we are going to have a look at: Transformations in 3-D How do transformations in 3-D work? Contents 3-D homogeneous coordinates and matrix based transformations
More informationHierarchical Modeling. University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell
Hierarchical Modeling University of Texas at Austin CS384G - Computer Graphics Fall 2010 Don Fussell Reading Angel, sections 9.1-9.6 [reader pp. 169-185] OpenGL Programming Guide, chapter 3 Focus especially
More informationCS 428: Fall Introduction to. Transformations in OpenGL + hierarchical modeling. Andrew Nealen, Rutgers, /21/2009 1
CS 428: Fall 2009 Introduction to Computer Graphics Transformations in OpenGL + hierarchical modeling 9/21/2009 1 Review of affine transformations Use projective geometry staple of CG Euclidean (x,z) (x,y,z)
More information2/3/16. Interaction. Triangles (Clarification) Choice of Programming Language. Buffer Objects. The CPU-GPU bus. CSCI 420 Computer Graphics Lecture 3
CSCI 420 Computer Graphics Lecture 3 Interaction Jernej Barbic University of Southern California [Angel Ch. 2] Triangles (Clarification) Can be any shape or size Well-shaped triangles have advantages for
More informationLecture 5: Viewing. CSE Computer Graphics (Fall 2010)
Lecture 5: Viewing CSE 40166 Computer Graphics (Fall 2010) Review: from 3D world to 2D pixels 1. Transformations are represented by matrix multiplication. o Modeling o Viewing o Projection 2. Clipping
More informationInteraction. CSCI 420 Computer Graphics Lecture 3
CSCI 420 Computer Graphics Lecture 3 Interaction Jernej Barbic University of Southern California Client/Server Model Callbacks Double Buffering Hidden Surface Removal Simple Transformations [Angel Ch.
More informationProject Sketchpad. Ivan Sutherland (MIT 1963) established the basic interactive paradigm that characterizes interactive computer graphics:
Project Sketchpad Ivan Sutherland (MIT 1963) established the basic interactive paradigm that characterizes interactive computer graphics: User sees an object on the display User points to (picks) the object
More informationLecture 6 Sections 4.3, 4.6, 4.7. Wed, Sep 9, 2009
Lecture 6 Sections 4.3, 4.6, 4.7 Hampden-Sydney College Wed, Sep 9, 2009 Outline 1 2 3 4 re are three mutually orthogonal axes: the x-axis, the y-axis, and the z-axis. In the standard viewing position,
More informationTransformations Week 9, Lecture 18
CS 536 Computer Graphics Transformations Week 9, Lecture 18 2D Transformations David Breen, William Regli and Maxim Peysakhov Department of Computer Science Drexel University 1 3 2D Affine Transformations
More informationGL_MODELVIEW transformation
lecture 3 view transformations model transformations GL_MODELVIEW transformation view transformations: How do we map from world coordinates to camera/view/eye coordinates? model transformations: How do
More informationFachhochschule Regensburg, Germany, February 15, 2017
s Operations Fachhochschule Regensburg, Germany, February 15, 2017 s Motivating Example s Operations To take a photograph of a scene: Set up your tripod and point camera at the scene (Viewing ) Position
More informationQUESTION 1 [10] 2 COS340-A October/November 2009
2 COS340-A QUESTION 1 [10] a) OpenGL uses z-buffering for hidden surface removal. Explain how the z-buffer algorithm works and give one advantage of using this method. (5) Answer: OpenGL uses a hidden-surface
More informationEECE 478. Learning Objectives. Learning Objectives. Linear Algebra and 3D Geometry. Linear algebra in 3D. Coordinate systems
EECE 478 Linear Algebra and 3D Geometry Learning Objectives Linear algebra in 3D Define scalars, points, vectors, lines, planes Manipulate to test geometric properties Coordinate systems Use homogeneous
More informationAnimation. CS 4620 Lecture 32. Cornell CS4620 Fall Kavita Bala
Animation CS 4620 Lecture 32 Cornell CS4620 Fall 2015 1 What is animation? Modeling = specifying shape using all the tools we ve seen: hierarchies, meshes, curved surfaces Animation = specifying shape
More informationCS559: Computer Graphics. Lecture 12: OpenGL Li Zhang Spring 2008
CS559: Computer Graphics Lecture 12: OpenGL Li Zhang Spring 2008 Reading Redbook Ch 1 & 2 So far: 3D Geometry Pipeline Model Space (Object Space) Rotation Translation Resizing World Space M Rotation Translation
More informationOpenGL Transformations
OpenGL Transformations R. J. Renka Department of Computer Science & Engineering University of North Texas 02/18/2014 Introduction The most essential aspect of OpenGL is the vertex pipeline described in
More informationComputer graphics MN1
Computer graphics MN1 http://www.opengl.org Todays lecture What is OpenGL? HowdoI useit? Rendering pipeline Points, vertices, lines, polygons Matrices and transformations Lighting and shading Code examples
More informationTransformations II. Arbitrary 3D Rotation. What is its inverse? What is its transpose? Can we constructively elucidate this relationship?
Utah School of Computing Fall 25 Transformations II CS46 Computer Graphics From Rich Riesenfeld Fall 25 Arbitrar 3D Rotation What is its inverse? What is its transpose? Can we constructivel elucidate this
More informationAnimation. Keyframe animation. CS4620/5620: Lecture 30. Rigid motion: the simplest deformation. Controlling shape for animation
Keyframe animation CS4620/5620: Lecture 30 Animation Keyframing is the technique used for pose-to-pose animation User creates key poses just enough to indicate what the motion is supposed to be Interpolate
More informationIntroduction to 3D Graphics with OpenGL. Z-Buffer Hidden Surface Removal. Binghamton University. EngiNet. Thomas J. Watson
Binghamton University EngiNet State University of New York EngiNet Thomas J. Watson School of Engineering and Applied Science WARNING All rights reserved. No Part of this video lecture series may be reproduced
More informationCSCI E-74. Simulation and Gaming
CSCI E-74 Virtual and Augmented Reality for Simulation and Gaming Fall term 2017 Gianluca De Novi, PhD Lesson 3 General Introduction to OpenGL APIs and TRS Perspective Simulation Perspective simulation
More informationComputer Animation II
Computer Animation II Orientation interpolation Dynamics Some slides courtesy of Leonard McMillan and Jovan Popovic Lecture 13 6.837 Fall 2002 Interpolation Review from Thursday Splines Articulated bodies
More informationOpenGL for dummies hello.c #include int main(int argc, char** argv) { glutinit(&argc, argv); glutinitdisplaymode (GLUT_SINGLE GLUT_RGB); glutinitwindowsize (250, 250); glutinitwindowposition
More informationLast week. Machiraju/Zhang/Möller/Fuhrmann
Last week Machiraju/Zhang/Möller/Fuhrmann 1 Geometry basics Scalar, point, and vector Vector space and affine space Basic point and vector operations Sided-ness test Lines, planes, and triangles Linear
More informationModeling with Transformations
Modeling with Transformations Prerequisites This module requires some understanding of 3D geometry, particularly a sense of how objects can be moved around in 3-space. The student should also have some
More informationCS559: Computer Graphics. Lecture 12: OpenGL Transformation Li Zhang Spring 2008
CS559: Computer Graphics Lecture 2: OpenGL Transformation Li Zhang Spring 28 Today Transformation in OpenGL Reading Chapter 3 Last time Primitive Details glpolygonmode(glenum face, GLenum mode); face:
More informationTransformations (Rotations with Quaternions) October 24, 2005
Computer Graphics Transformations (Rotations with Quaternions) October 4, 5 Virtual Trackball (/3) Using the mouse position to control rotation about two axes Supporting continuous rotations of objects
More informationFundamental Types of Viewing
Viewings Fundamental Types of Viewing Perspective views finite COP (center of projection) Parallel views COP at infinity DOP (direction of projection) perspective view parallel view Classical Viewing Specific
More informationTo Do. Computer Graphics (Fall 2008) Course Outline. Course Outline. Methodology for Lecture. Demo: Surreal (HW 3)
Computer Graphics (Fall 2008) COMS 4160, Lecture 9: OpenGL 1 http://www.cs.columbia.edu/~cs4160 To Do Start thinking (now) about HW 3. Milestones are due soon. Course Course 3D Graphics Pipeline 3D Graphics
More informationGeometric Transformations
Geometric Transformations CS 4620 Lecture 9 2017 Steve Marschner 1 A little quick math background Notation for sets, functions, mappings Linear and affine transformations Matrices Matrix-vector multiplication
More informationChapter 3: Modeling Transformation
Chapter 3: Modeling Transformation Graphics Programming, 8th Sep. Graphics and Media Lab. Seoul National University 2011 Fall OpenGL Steps Every step in the graphics pipeline is related to the transformation.
More informationIntroduction to OpenGL
CS100433 Introduction to OpenGL Junqiao Zhao 赵君峤 Department of Computer Science and Technology College of Electronics and Information Engineering Tongji University Before OpenGL Let s think what is need
More informationCS Computer Graphics: Transformations & The Synthetic Camera
CS 543 - Computer Graphics: Transformations The Snthetic Camera b Robert W. Lindeman gogo@wpi.edu (with help from Emmanuel Agu ;-) Introduction to Transformations A transformation changes an objects Size
More informationInput and Interaction. 1. Interaction. Chapter 3. Introduction: - We now turn to the development of interactive graphics programs.
Input and Interaction Chapter 3 Introduction: - We now turn to the development of interactive graphics programs. - Our discussion has three main parts First, we consider the variety of devices available
More informationComputer Graphics. Transformations. CSC 470 Computer Graphics 1
Computer Graphics Transformations CSC 47 Computer Graphics 1 Today s Lecture Transformations How to: Rotate Scale and Translate 2 Introduction An important concept in computer graphics is Affine Transformations.
More informationSpring 2013, CS 112 Programming Assignment 2 Submission Due: April 26, 2013
Spring 2013, CS 112 Programming Assignment 2 Submission Due: April 26, 2013 PROJECT GOAL: Write a restricted OpenGL library. The goal of the project is to compute all the transformation matrices with your
More informationTransforms 1 Christian Miller CS Fall 2011
Transforms 1 Christian Miller CS 354 - Fall 2011 Transformations What happens if you multiply a square matrix and a vector together? You get a different vector with the same number of coordinates These
More informationTransformation Pipeline
Transformation Pipeline Local (Object) Space Modeling World Space Clip Space Projection Eye Space Viewing Perspective divide NDC space Normalized l d Device Coordinatesd Viewport mapping Screen space Coordinate
More informationCS 591B Lecture 9: The OpenGL Rendering Pipeline
CS 591B Lecture 9: The OpenGL Rendering Pipeline 3D Polygon Rendering Many applications use rendering of 3D polygons with direct illumination Spring 2007 Rui Wang 3D Polygon Rendering Many applications
More informationRendering Pipeline and Coordinates Transforms
Rendering Pipeline and Coordinates Transforms Alessandro Martinelli alessandro.martinelli@unipv.it 16 October 2013 Rendering Pipeline (3): Coordinates Transforms Rendering Architecture First Rendering
More informationSOURCES AND URLS BIBLIOGRAPHY AND REFERENCES
In this article, we have focussed on introducing the basic features of the OpenGL API. At this point, armed with a handful of OpenGL functions, you should be able to write some serious applications. In
More informationAffine Transformations Computer Graphics Scott D. Anderson
Affine Transformations Computer Graphics Scott D. Anderson 1 Linear Combinations To understand the poer of an affine transformation, it s helpful to understand the idea of a linear combination. If e have
More informationObject Representation Affine Transforms. Polygonal Representation. Polygonal Representation. Polygonal Representation of Objects
Object Representation Affine Transforms Polygonal Representation of Objects Although perceivable the simplest form of representation they can also be the most problematic. To represent an object polygonally,
More information