CS D Transformation. Junqiao Zhao 赵君峤

Size: px
Start display at page:

Download "CS D Transformation. Junqiao Zhao 赵君峤"

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 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 information

Computer Graphics CS 543 Lecture 5 (Part 2) Implementing Transformations

Computer 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 information

CSC 470 Computer Graphics

CSC 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 information

Modeling Transform. Chapter 4 Geometric Transformations. Overview. Instancing. Specify transformation for objects 李同益

Modeling 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 information

Transformations. 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 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 information

Computer Graphics (CS 4731) Lecture 11: Implementing Transformations. Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)

Computer 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 information

Objectives. transformation. General Transformations. Affine Transformations. Notation. Pipeline Implementation. Introduce standard transformations

Objectives. 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 information

Computer Graphics (CS 4731) Lecture 11: Implementing Transformations. Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)

Computer 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 information

CS 4204 Computer Graphics

CS 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 information

Introduction to Computer Graphics with WebGL

Introduction 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 information

Transformations. Overview. Standard Transformations. David Carr Fundamentals of Computer Graphics Spring 2004 Based on Slides by E.

Transformations. 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 information

Transformations. Standard Transformations. David Carr Virtual Environments, Fundamentals Spring 2005 Based on Slides by E. Angel

Transformations. 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 information

Modeling Objects by Polygonal Approximations. Linear and Affine Transformations (Maps)

Modeling 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 information

Transformations. CSCI 420 Computer Graphics Lecture 4

Transformations. 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 information

CS452/552; EE465/505. Transformations

CS452/552; 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 information

Translation. 3D Transformations. Rotation about z axis. Scaling. CS 4620 Lecture 8. 3 Cornell CS4620 Fall 2009!Lecture 8

Translation. 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 information

C OMPUTER G RAPHICS Thursday

C 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 information

Vertex Buffer Objects and Transformations Week 4

Vertex 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 information

Computer graphics MN1

Computer 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 information

Computer Graphics Geometric Transformations

Computer 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 information

Transformations Computer Graphics I Lecture 4

Transformations 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 information

Fall CSCI 420: Computer Graphics. 2.2 Transformations. Hao Li.

Fall 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 information

Lecture 4: Transformations and Matrices. CSE Computer Graphics (Fall 2010)

Lecture 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 information

Computer Graphics. Bing-Yu Chen National Taiwan University

Computer 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 information

Computer Graphics. Chapter 7 2D Geometric Transformations

Computer 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 information

Affine Transformations in 3D

Affine 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 information

Transformations Computer Graphics I Lecture 4

Transformations 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 information

Introduction to Computer Graphics with WebGL

Introduction 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 information

Transformations. CSCI 420 Computer Graphics Lecture 5

Transformations. 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 information

Transformations. OpenGL Transformations. 4x4 Model-view Matrix (this lecture) OpenGL Transformation Matrices. 4x4 Projection Matrix (next lecture)

Transformations. 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 information

3D Transformations. CS 4620 Lecture Kavita Bala w/ prior instructor Steve Marschner. Cornell CS4620 Fall 2015 Lecture 11

3D 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 information

Hierarchical 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: Tree of Transformations, Display Lists and Functions, Matrix and Attribute Stacks, Hierarchical Modeling Hofstra University 1 Modeling complex objects/motion Decompose object hierarchically

More information

CS380: 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: 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 information

Interaction. CSCI 480 Computer Graphics Lecture 3

Interaction. 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 information

Interaction Computer Graphics I Lecture 3

Interaction 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 information

Computer Graphics. Chapter 5 Geometric Transformations. Somsak Walairacht, Computer Engineering, KMITL

Computer 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 information

2D and 3D Viewing Basics

2D 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 information

Scene Graphs. CS4620/5620: Lecture 7. Announcements. HW 1 out. PA 1 will be out on Wed

Scene 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 information

1 Transformations. Chapter 1. Transformations. Department of Computer Science and Engineering 1-1

1 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 information

3D Transformations. CS 4620 Lecture 10. Cornell CS4620 Fall 2014 Lecture Steve Marschner (with previous instructors James/Bala)

3D 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 information

Rotations (and other transformations) Rotation as rotation matrix. Storage. Apply to vector matrix vector multiply (15 flops)

Rotations (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 information

Animating orientation. CS 448D: Character Animation Prof. Vladlen Koltun Stanford University

Animating 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 information

Transformation, Input and Interaction. Hanyang University

Transformation, 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 information

Reading. Hierarchical Modeling. Symbols and instances. Required: Angel, sections , 9.8. Optional:

Reading. 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 information

Precept 2 Aleksey Boyko February 18, 2011

Precept 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

// 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 information

Computer graphics MN1

Computer 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 information

2D/3D Geometric Transformations and Scene Graphs

2D/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 information

3D 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:. 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 information

Lecture 5b. Transformation

Lecture 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 information

GEOMETRIC TRANSFORMATIONS AND VIEWING

GEOMETRIC 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 information

Transforms. COMP 575/770 Spring 2013

Transforms. 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 information

Books, OpenGL, GLUT, GLUI, CUDA, OpenCL, OpenCV, PointClouds, and G3D

Books, 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 information

Transformations. 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 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 information

Books, OpenGL, GLUT, CUDA, OpenCL, OpenCV, PointClouds, G3D, and Qt

Books, 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 information

OpenGL/GLUT Intro. Week 1, Fri Jan 12

OpenGL/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 information

Transformations. Prof. George Wolberg Dept. of Computer Science City College of New York

Transformations. 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 information

Computer Graphics 7: Viewing in 3-D

Computer 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 information

Hierarchical 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 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 information

CS 428: Fall Introduction to. Transformations in OpenGL + hierarchical modeling. Andrew Nealen, Rutgers, /21/2009 1

CS 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 information

2/3/16. Interaction. Triangles (Clarification) Choice of Programming Language. Buffer Objects. The CPU-GPU bus. CSCI 420 Computer Graphics Lecture 3

2/3/16. 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 information

Lecture 5: Viewing. CSE Computer Graphics (Fall 2010)

Lecture 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 information

Interaction. CSCI 420 Computer Graphics Lecture 3

Interaction. 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 information

Project 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: 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 information

Lecture 6 Sections 4.3, 4.6, 4.7. Wed, Sep 9, 2009

Lecture 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 information

Transformations Week 9, Lecture 18

Transformations 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 information

GL_MODELVIEW transformation

GL_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 information

Fachhochschule Regensburg, Germany, February 15, 2017

Fachhochschule 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 information

QUESTION 1 [10] 2 COS340-A October/November 2009

QUESTION 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 information

EECE 478. Learning Objectives. Learning Objectives. Linear Algebra and 3D Geometry. Linear algebra in 3D. Coordinate systems

EECE 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 information

Animation. CS 4620 Lecture 32. Cornell CS4620 Fall Kavita Bala

Animation. 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 information

CS559: Computer Graphics. Lecture 12: OpenGL Li Zhang Spring 2008

CS559: 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 information

OpenGL Transformations

OpenGL 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 information

Computer graphics MN1

Computer 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 information

Transformations II. Arbitrary 3D Rotation. What is its inverse? What is its transpose? Can we constructively elucidate this relationship?

Transformations 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 information

Animation. Keyframe animation. CS4620/5620: Lecture 30. Rigid motion: the simplest deformation. Controlling shape for animation

Animation. 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 information

Introduction to 3D Graphics with OpenGL. Z-Buffer Hidden Surface Removal. Binghamton University. EngiNet. Thomas J. Watson

Introduction 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 information

CSCI E-74. Simulation and Gaming

CSCI 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 information

Computer Animation II

Computer 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 information

OpenGL for dummies hello.c #include int main(int argc, char** argv) { glutinit(&argc, argv); glutinitdisplaymode (GLUT_SINGLE GLUT_RGB); glutinitwindowsize (250, 250); glutinitwindowposition

More information

Last week. Machiraju/Zhang/Möller/Fuhrmann

Last 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 information

Modeling with Transformations

Modeling 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 information

CS559: Computer Graphics. Lecture 12: OpenGL Transformation Li Zhang Spring 2008

CS559: 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 information

Transformations (Rotations with Quaternions) October 24, 2005

Transformations (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 information

Fundamental Types of Viewing

Fundamental 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 information

To Do. Computer Graphics (Fall 2008) Course Outline. Course Outline. Methodology for Lecture. Demo: Surreal (HW 3)

To 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 information

Geometric Transformations

Geometric 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 information

Chapter 3: Modeling Transformation

Chapter 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 information

Introduction to OpenGL

Introduction 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 information

CS Computer Graphics: Transformations & The Synthetic Camera

CS 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 information

Input and Interaction. 1. Interaction. Chapter 3. Introduction: - We now turn to the development of interactive graphics programs.

Input 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 information

Computer Graphics. Transformations. CSC 470 Computer Graphics 1

Computer 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 information

Spring 2013, CS 112 Programming Assignment 2 Submission Due: April 26, 2013

Spring 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 information

Transforms 1 Christian Miller CS Fall 2011

Transforms 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 information

Transformation Pipeline

Transformation 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 information

CS 591B Lecture 9: The OpenGL Rendering Pipeline

CS 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 information

Rendering Pipeline and Coordinates Transforms

Rendering 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 information

SOURCES AND URLS BIBLIOGRAPHY AND REFERENCES

SOURCES 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 information

Affine Transformations Computer Graphics Scott D. Anderson

Affine 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 information

Object Representation Affine Transforms. Polygonal Representation. Polygonal Representation. Polygonal Representation of Objects

Object 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