Review of Thursday. xa + yb xc + yd
|
|
- Beatrice Jefferson
- 5 years ago
- Views:
Transcription
1 Review of Thursday Vectors and points are two/three-dimensional objects Operations on vectors (dot product, cross product, ) Matrices are linear transformations of vectors a c b x d y = xa + yb xc + yd Objects are transformed by applying transformation matrix to its vertices (coordinate transformation) 29
2 Review of Thursday Objects are transformed by applying transformation matrix to its vertices (coordinate transformation) anisotropic scaling = = = det(m) =6 30
3 A Brief Review of Linear Algebra Rotation cos α sin α sin α cos α counterclockwise (positive direction of rotation) Determinant: Inverse cos α cos α sin α ( sin α) =1 M 1 = M T 31
4 A Brief Review of Linear Algebra Constructing a rotation matrix M(1, 0) T = (cos α, sin α) T M(0, 1) T =( sin α, cos α) T (a, b) T = a(1, 0) T + b(0, 1) T M(a, b) T = am(1, 0) T + bm(0, 1) T (linearity of M) M(a, b) T =(acos α b sin α, a sin α + b cos α) T cos α sin α sin α cos α columns correspond to axes of new coordinate frame 32
5 A Brief Review of Linear Algebra Shear transformation (shearing) displacement along direction proportional to (signed) distance to a line Reflection
6 A Brief Review of Linear Algebra Applying multiple transformations in sequence M scal M rot v = v (M scal M rot ) v = v Order of operations is important! 34
7 Notes on Matrices in OpenGL OpenGL <3.0 includes matrix operations and stack glmatrixmode( ) glloadmatrix( ) glmultmatrix( ) glpushmatrix() //push current matrix to top of stack glpopmatrix() //take matrix from top of stack Assignment 2: You may use glloadmatrix, glmultmatrix or pass the matrices to the vertex shader as uniform variables (do not use gltranslate, glrotate). Matrix operations and stack deprecated in OpenGL 3.0+ Implement own transformation matrices Pass to vertex shader (OpenGL/GLSL: uniform variables) 35
8 Notes on Matrices in OpenGL OpenGL <3.0 vertex shader example void main(void) { gl_position = gl_projectionmatrix * gl_modelviewmatrix * gl_vertex; } OpenGL 3.0+ vertex shader example attribute vec3 in_position; //vertex attribute is part of VBO/vertex array uniform mat4 m_modelview; //custom uniform variable for modelview matrix uniform mat4 m_projection; //custom uniform variable for projection matrix void main(void) { gl_position = m_projection * m_modelview * vec4(in_position,1.0); } 36
9 Homogeneous Coordinates Problems so far: No translation No explicit notion of local and global coordinates No distinction between points and vectors Homogeneous coordinates solve these problems. 37
10 Homogeneous Coordinates Distinguishing points and vectors In world frame vectors are defined by a local coordinate frame. v = α 1 v 1 + α 2 v 2 + α 3 v 3 In world frame points are defined by a local coordinate frame and origin. P = α 1 v 1 + α 2 v 2 + α 3 v 3 + P 0 38
11 Homogeneous Coordinates Distinguishing points and vectors Local coordinate system as rows in matrix v = α 1 v 1 + α 2 v 2 + α 3 v 3 P = α 1 v 1 + α 2 v 2 + α 3 v 3 + P 0 v 1 v 2 v 3 P 0 v =(α 1,α 2,α 3, 0) P =(α 1,α 2,α 3, 1) v 1 v 2 v 3 P 0 v 1 v 2 v 3 P 0 39
12 Transformation in Homogeneous Coordinates Affine transformation now represented by 4x4 matrix A = α 11 α 12 α 13 α 14 α 21 α 22 α 23 α 24 α 31 α 32 α 33 α A transforms points p = x y and vectors z v = 1 x y z 0 40
13 Translation P = x y z v = 1 P = P = P + v v x v y v z 0 P = v x v y v z P translation matrix T x y z 1 = x + v x y + v y z + v z 1 41
14 Transformation in Homogeneous Coordinates Example coordinate transformation (scaling and translation) p 1 v world = T (p)s(0.5, 0.5, 0.5) v local = p p 3 v local
15 Rotation in 3D R z (α) = R x (α) = R y (α) = cos(α) sin(α) 0 0 sin(α) cos(α) cos(α) sin(α) 0 0 sin(α) cos(α) cos(α) 0 sin(α) sin(α) 0 cos(α) upper left sub-matrix identical to 2D matrix inversion: R(α) 1 = R( α) cos( α) = cos(α) sin( α) = sin(α) R(α) 1 = R(α) T 43
16 Rotation: Fixed Point Rotation always performed around origin Changing the fixed point requires translations: v world = T (p)r z (α)t ( p) v local v world = cos(α) sin(α) 0 p 1 p 1 cos(α)+p 2 sin(α) sin(α) cos(α) 0 p 2 p 1 sin(α) p 2 cos(α) v local
17 Arbitrary Rotation Arbitrary rotations can be expressed as successive rotations around coordinate axes R = R x (α)r y (β)r z (γ) Decomposition is not unique R z (90 )R y (90 )=R y (90 )R x ( 90 ) 45
18 Rotation Around Arbitrary Axis Rotation around arbitrary axis v by α : Move fixed point (e.g., center of object) to origin: T ( p) Rotate axis of rotation, such that it aligns with z-axis: R y (β 2 )R x (β 1 ) α Rotate around z-axis by : R z (α) Undo alignment rotation: R x ( β 1 )R y ( β 2 ) Undo translation: T (p) A = T (p)r x ( β 1 )R y ( β 2 )R z (α)r y (β 2 )R x (β 1 )T ( p) Only need to find β 1,β 2 46
19 Rotation Around Arbitrary Axis A sequence of two rotations can align any vector with the z-axis 47
20 Rotation Around Arbitrary Axis β 1,β 2 do not need to be computed explicitly d = v 2 y + v 2 z R x (β 1 )= R y (β 2 )= v z /d v y /d 0 0 v y /d v z /d d 0 v x v x 0 d
21 Homogeneous Coordinates How to interpret a transformation matrix v world = p p p 3 v local Local coordinate frame (source) expressed in global coordinates (target). Inverse matrix reverses transformation. 49
22 Review of Tuesday Transformation matrix in homogeneous coordinates v world = p p p 3 v local Local coordinate frame (source) expressed in global coordinates (target). Transforms points x x p = y z v = y and vectors z
23 Review of Tuesday Origin of current coordinate system is fixed point Identical transformation matrix has different effects based on relative position of the object and coordinate origin. 51
24 Review of Tuesday More complex operations can be performed by concatenating transformations. For example: v world = T (p)r z (α)t ( p) v local Rotation around arbitrary point (2D) A = T (p)r x ( β 1 )R y ( β 2 )R z (α)r y (β 2 )R x (β 1 )T ( p) Rotation around arbitrary axis (3D) 52
25 Sequences of Transformations How do we interpret a sequence of transformation matrices? We can read transformations from right to left or from left to right Reading from right to left: Interpret operations as being performed in (fixed) world coordinate system. Reading from left to right: Interpret operations as being performed in (dynamic) object coordinate system. 53
26 Object Transformation The vertex processor transforms vertices by applying transformation of current transformation matrix settransformationmatrix(matrix1) renderobject(object1) //matrix1 is active settransformationmatrix(matrix2) renderobject(object2) //matrix2 is active Pseudo code Caution when using OpenGL matrix operations (OpenGL <3.0): OpenGL does matrix post-multiplication as opposed to pre-multiplication. 54
27 Coordinate Transformations - Summary Homogeneous coordinates allow us to Incorporate local coordinate system origins (translation) Distinguish points and vectors Do a full transform between coordinate systems Important notions Points are different from vectors (cf. vertices and normals) Order of transformations matters Rotation and translation are rigid-body transformations Programming: be aware of row-major vs. column major matrices 55
28 Chapter 4 - Summary Object geometry (vertices and connectivity) is passed to the graphics pipeline together with transformation operations Transformation operations are represented by matrices Objects are transformed by applying the transformation to each of its vertices (vertex processor does this in parallel) The transformed objects need to be projected into a 2D coordinate system and mapped to the screen ( Where do objects end up on screen? - next chapter) 56
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 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 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 informationVector Algebra Transformations. Lecture 4
Vector Algebra Transformations Lecture 4 Cornell CS4620 Fall 2008 Lecture 4 2008 Steve Marschner 1 Geometry A part of mathematics concerned with questions of size, shape, and relative positions of figures
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 information3-D D Euclidean Space - Vectors
3-D D Euclidean Space - Vectors Rigid Body Motion and Image Formation A free vector is defined by a pair of points : Jana Kosecka http://cs.gmu.edu/~kosecka/cs682.html Coordinates of the vector : 3D Rotation
More informationMath background. 2D Geometric Transformations. Implicit representations. Explicit representations. Read: CS 4620 Lecture 6
Math background 2D Geometric Transformations CS 4620 Lecture 6 Read: Chapter 2: Miscellaneous Math Chapter 5: Linear Algebra Notation for sets, functions, mappings Linear transformations Matrices Matrix-vector
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 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 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 informationChapter 3 - Basic Mathematics for 3D Computer Graphics
Chapter 3 - Basic Mathematics for 3D Computer Graphics Three-Dimensional Geometric Transformations Affine Transformations and Homogeneous Coordinates OpenGL Matrix Logic Translation Add a vector t Geometrical
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 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 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 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 informationHomework 5: Transformations in geometry
Math 21b: Linear Algebra Spring 2018 Homework 5: Transformations in geometry This homework is due on Wednesday, February 7, respectively on Thursday February 8, 2018. 1 a) Find the reflection matrix at
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 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 informationHomework 5: Transformations in geometry
Math b: Linear Algebra Spring 08 Homework 5: Transformations in geometry This homework is due on Wednesday, February 7, respectively on Thursday February 8, 08. a) Find the reflection matrix at the line
More informationComputer Viewing. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science
Computer Viewing CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science 1 Objectives Introduce the mathematics of projection Introduce OpenGL viewing functions Look at
More informationThe Viewing Pipeline adaptation of Paul Bunn & Kerryn Hugo s notes
The Viewing Pipeline adaptation of Paul Bunn & Kerryn Hugo s notes What is it? The viewing pipeline is the procession of operations that are applied to the OpenGL matrices, in order to create a 2D representation
More informationToday. Today. Introduction. Matrices. Matrices. Computergrafik. Transformations & matrices Introduction Matrices
Computergrafik Matthias Zwicker Universität Bern Herbst 2008 Today Transformations & matrices Introduction Matrices Homogeneous Affine transformations Concatenating transformations Change of Common coordinate
More informationCS452/552; EE465/505. Geometry Transformations
CS452/552; EE465/505 Geometry Transformations 1-26-15 Outline! Geometry: scalars, points & vectors! Transformations Read: Angel, Chapter 4 (study cube.html/cube.js example) Appendix B: Spaces (vector,
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 informationLecture 4: Transforms. Computer Graphics CMU /15-662, Fall 2016
Lecture 4: Transforms Computer Graphics CMU 15-462/15-662, Fall 2016 Brief recap from last class How to draw a triangle - Why focus on triangles, and not quads, pentagons, etc? - What was specific to triangles
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 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 informationCOMP30019 Graphics and Interaction Three-dimensional transformation geometry and perspective
COMP30019 Graphics and Interaction Three-dimensional transformation geometry and perspective Department of Computing and Information Systems The Lecture outline Introduction Rotation about artibrary axis
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 information2D Transformations Introduction to Computer Graphics Arizona State University
2D Transformations Introduction to Computer Graphics Arizona State University Gerald Farin January 31, 2006 1 Introduction When you see computer graphics images moving, spinning, or changing shape, you
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 informationBasic Elements. Geometry is the study of the relationships among objects in an n-dimensional space
Basic Elements Geometry is the study of the relationships among objects in an n-dimensional space In computer graphics, we are interested in objects that exist in three dimensions We want a minimum set
More informationThree Main Themes of Computer Graphics
Three Main Themes of Computer Graphics Modeling How do we represent (or model) 3-D objects? How do we construct models for specific objects? Animation How do we represent the motion of objects? How do
More informationGRAFIKA KOMPUTER. ~ M. Ali Fauzi
GRAFIKA KOMPUTER ~ M. Ali Fauzi Drawing 2D Graphics VIEWPORT TRANSFORMATION Recall :Coordinate System glutreshapefunc(reshape); void reshape(int w, int h) { glviewport(0,0,(glsizei) w, (GLsizei) h); glmatrixmode(gl_projection);
More informationS U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T
S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T Copyright 2018 Sung-eui Yoon, KAIST freely available on the internet http://sglab.kaist.ac.kr/~sungeui/render
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 informationC O M P U T E R G R A P H I C S. Computer Graphics. Three-Dimensional Graphics I. Guoying Zhao 1 / 52
Computer Graphics Three-Dimensional Graphics I Guoying Zhao 1 / 52 Geometry Guoying Zhao 2 / 52 Objectives Introduce the elements of geometry Scalars Vectors Points Develop mathematical operations among
More informationComputer Graphics Seminar
Computer Graphics Seminar MTAT.03.305 Spring 2018 Raimond Tunnel Computer Graphics Graphical illusion via the computer Displaying something meaningful (incl art) Math Computers are good at... computing.
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 informationTo Do. Outline. Translation. Homogeneous Coordinates. Foundations of Computer Graphics. Representation of Points (4-Vectors) Start doing HW 1
Foundations of Computer Graphics Homogeneous Coordinates Start doing HW 1 To Do Specifics of HW 1 Last lecture covered basic material on transformations in 2D Likely need this lecture to understand full
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 informationOverview. By end of the week:
Overview By end of the week: - Know the basics of git - Make sure we can all compile and run a C++/ OpenGL program - Understand the OpenGL rendering pipeline - Understand how matrices are used for geometric
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 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 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 informationComputer Graphics. Coordinate Systems and Change of Frames. Based on slides by Dianna Xu, Bryn Mawr College
Computer Graphics Coordinate Systems and Change of Frames Based on slides by Dianna Xu, Bryn Mawr College Linear Independence A set of vectors independent if is linearly If a set of vectors is linearly
More information3D Mathematics. Co-ordinate systems, 3D primitives and affine transformations
3D Mathematics Co-ordinate systems, 3D primitives and affine transformations Coordinate Systems 2 3 Primitive Types and Topologies Primitives Primitive Types and Topologies 4 A primitive is the most basic
More informationChapter 2 - Basic Mathematics for 3D Computer Graphics
Chapter 2 - Basic Mathematics for 3D Computer Graphics Three-Dimensional Geometric Transformations Affine Transformations and Homogeneous Coordinates Combining Transformations Translation t + t Add a vector
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 informationInformation Coding / Computer Graphics, ISY, LiTH GLSL. OpenGL Shading Language. Language with syntax similar to C
GLSL OpenGL Shading Language Language with syntax similar to C Syntax somewhere between C och C++ No classes. Straight ans simple code. Remarkably understandable and obvious! Avoids most of the bad things
More informationProgrammable GPUs. Real Time Graphics 11/13/2013. Nalu 2004 (NVIDIA Corporation) GeForce 6. Virtua Fighter 1995 (SEGA Corporation) NV1
Programmable GPUs Real Time Graphics Virtua Fighter 1995 (SEGA Corporation) NV1 Dead or Alive 3 2001 (Tecmo Corporation) Xbox (NV2A) Nalu 2004 (NVIDIA Corporation) GeForce 6 Human Head 2006 (NVIDIA Corporation)
More informationComputer Graphics Hands-on
Computer Graphics Hands-on Two-Dimensional OpenGL Transformations Objectives To get hands-on experience manipulating the OpenGL current transformation (MODELVIEW) matrix to achieve desired effects To gain
More information9. [20 points] A degree three Bezier curve q(u) has the four control points p 0 = 0,0, p 1 = 2,0, p 2 = 0,2, and p 3 = 4,4.
Name: 8 7. [10 points] A color has RGB specification of R = 1 and G = 1 2 and B = 3 4. (R,G,B color values are in the range 0 to 1.) What is the hue value (H) of this color? Express the hue by a value
More informationCS559 Computer Graphics Fall 2015
CS559 Computer Graphics Fall 2015 Practice Midterm Exam Time: 2 hrs 1. [XX Y Y % = ZZ%] MULTIPLE CHOICE SECTION. Circle or underline the correct answer (or answers). You do not need to provide a justification
More informationCoordinate Frames and Transforms
Coordinate Frames and Transforms 1 Specifiying Position and Orientation We need to describe in a compact way the position of the robot. In 2 dimensions (planar mobile robot), there are 3 degrees of freedom
More informationMonday, 12 November 12. Matrices
Matrices Matrices Matrices are convenient way of storing multiple quantities or functions They are stored in a table like structure where each element will contain a numeric value that can be the result
More informationOutline. Introduction Surface of Revolution Hierarchical Modeling Blinn-Phong Shader Custom Shader(s)
Modeler Help Outline Introduction Surface of Revolution Hierarchical Modeling Blinn-Phong Shader Custom Shader(s) Objects in the Scene Controls of the object selected in the Scene. Currently the Scene
More informationINF3320 Computer Graphics and Discrete Geometry
INF3320 Computer Graphics and Discrete Geometry Transforms (part II) Christopher Dyken and Martin Reimers 21.09.2011 Page 1 Transforms (part II) Real Time Rendering book: Transforms (Chapter 4) The Red
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 informationLecture 9: Transformations. CITS3003 Graphics & Animation
Lecture 9: Transformations CITS33 Graphics & Animation E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley 212 Objectives Introduce standard transformations Rotation Translation Scaling
More informationComputer Graphics with OpenGL ES (J. Han) Chapter IV Spaces and Transforms
Chapter IV Spaces and Transforms Scaling 2D scaling with the scaling factors, s x and s y, which are independent. Examples When a polygon is scaled, all of its vertices are processed by the same scaling
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 informationDescribe the Orthographic and Perspective projections. How do we combine together transform matrices?
Aims and objectives By the end of the lecture you will be able to Work with multiple transform matrices Describe the viewing process in OpenGL Design and build a camera control APIs Describe the Orthographic
More informationShaders. Slide credit to Prof. Zwicker
Shaders Slide credit to Prof. Zwicker 2 Today Shader programming 3 Complete model Blinn model with several light sources i diffuse specular ambient How is this implemented on the graphics processor (GPU)?
More informationUNIT 4 GEOMETRIC OBJECTS AND TRANSFORMATIONS-1
UNIT 4 GEOMETRIC OBJECTS AND TRANSFORMATIONS-1 1. Explain the complete procedure of converting a world object frame into camera or eye frame, using the model view matrix. (Jun2012) 10M Ans: World Space
More informationLinear and Affine Transformations Coordinate Systems
Linear and Affine Transformations Coordinate Systems Recall A transformation T is linear if Recall A transformation T is linear if Every linear transformation can be represented as matrix Linear Transformation
More informationMobile Application Programming. OpenGL ES 3D
Mobile Application Programming OpenGL ES 3D All Points Transformations xf = xo + tx yf = yo + ty xf = xo sx yf = yo sy xf = xi cosθ - yi sinθ yf = xi sinθ + yi cosθ All Points Transformations xf = xo +
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 information12.2 Programmable Graphics Hardware
Fall 2018 CSCI 420: Computer Graphics 12.2 Programmable Graphics Hardware Kyle Morgenroth http://cs420.hao-li.com 1 Introduction Recent major advance in real time graphics is the programmable pipeline:
More informationCOMP3421. Week 2 - Transformations in 2D and Vector Geometry Revision
COMP3421 Week 2 - Transformations in 2D and Vector Geometry Revision Exercise 1. Write code to draw (an approximation) of the surface of a circle at centre 0,0 with radius 1 using triangle fans. Transformation
More informationGeometry. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science
Geometry CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley 2012. 1 Objectives Introduce
More informationTransformation. Jane Li Assistant Professor Mechanical Engineering & Robotics Engineering
RBE 550 MOTION PLANNING BASED ON DR. DMITRY BERENSON S RBE 550 Transformation Jane Li Assistant Professor Mechanical Engineering & Robotics Engineering http://users.wpi.edu/~zli11 Announcement Project
More informationComputer Graphics. Geometric Transformations
Contents coordinate sstems scalar values, points, vectors, matrices right-handed and left-handed coordinate sstems mathematical foundations transformations mathematical descriptions of geometric changes,
More informationCS612 - Algorithms in Bioinformatics
Fall 2017 Structural Manipulation November 22, 2017 Rapid Structural Analysis Methods Emergence of large structural databases which do not allow manual (visual) analysis and require efficient 3-D search
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 informationComputer Graphics. Geometric Transformations
Computer Graphics Geometric Transformations Contents coordinate sstems scalar values, points, vectors, matrices right-handed and left-handed coordinate sstems mathematical foundations transformations mathematical
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 informationAccelerating the Hyperbolic Display of Complex 2D Scenes Using the GPU
Proceedings of IDETC/CIE 2006 ASME 2006 International Design Engineering Technical Conferences & Computers and Information in Engineering Conference September 10-13, 2006, Philadelphia, Pennsylvania, USA
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 information3D Viewing Episode 2
3D Viewing Episode 2 1 Positioning and Orienting the Camera Recall that our projection calculations, whether orthographic or frustum/perspective, were made with the camera at (0, 0, 0) looking down the
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 informationDue: Thursday, February 6 th, 11:59 pm TA: Mason Remy
Due: Thursday, February 6 th, 11:59 pm TA: Mason Remy Checking out, building, and using the sample solution Part 1: Surface of Revolution Part 2: Hierarchical Modeling Part 3: Blinn-Phong Shader Part 4:
More informationC P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE. Mikhail Bessmeltsev
C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE UGRAD.CS.UBC.C A/~CS314 Mikhail Bessmeltsev 1 WHAT IS RENDERING? Generating image from a 3D scene 2 WHAT IS RENDERING? Generating image
More informationFundamentals of Computer Animation
Fundamentals of Computer Animation Orientation and Rotation University of Calgary GraphicsJungle Project CPSC 587 5 page Motivation Finding the most natural and compact way to present rotation and orientations
More informationAPI for creating a display window and using keyboard/mouse interations. See RayWindow.cpp to see how these are used for Assignment3
OpenGL Introduction Introduction OpenGL OpenGL is an API for computer graphics. Hardware-independent Windowing or getting input is not included in the API Low-level Only knows about triangles (kind of,
More informationCSE328 Fundamentals of Computer Graphics: Theory, Algorithms, and Applications
CSE328 Fundamentals of Computer Graphics: Theor, Algorithms, and Applications Hong in State Universit of New York at Ston Brook (Ston Brook Universit) Ston Brook, New York 794-44 Tel: (63)632-845; Fa:
More informationTransformation. Computer Graphics October. Dr Anton Gerdelan
Transformation Computer Graphics 4052 6 October Dr Anton Gerdelan gerdela@scss.tcd.ie Simplest Example Easiest way to scale our triangle? Easiest way to move our triangle? Demo time First Maths Revision
More information2D Object Definition (1/3)
2D Object Definition (1/3) Lines and Polylines Lines drawn between ordered points to create more complex forms called polylines Same first and last point make closed polyline or polygon Can intersect itself
More informationVisualisation Pipeline : The Virtual Camera
Visualisation Pipeline : The Virtual Camera The Graphics Pipeline 3D Pipeline The Virtual Camera The Camera is defined by using a parallelepiped as a view volume with two of the walls used as the near
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 information2D transformations: An introduction to the maths behind computer graphics
2D transformations: An introduction to the maths behind computer graphics Lecturer: Dr Dan Cornford d.cornford@aston.ac.uk http://wiki.aston.ac.uk/dancornford CS2150, Computer Graphics, Aston University,
More informationE.Order of Operations
Appendix E E.Order of Operations This book describes all the performed between initial specification of vertices and final writing of fragments into the framebuffer. The chapters of this book are arranged
More informationTwo possible ways to specify transformations. Each part of the object is transformed independently relative to the origin
Transformations Two possible ways to specify transformations Each part of the object is transformed independently relative to the origin - Not convenient! z y Translate the base by (5,0,0); Translate the
More informationCSC418 / CSCD18 / CSC2504
5 5.1 Surface Representations As with 2D objects, we can represent 3D objects in parametric and implicit forms. (There are also explicit forms for 3D surfaces sometimes called height fields but we will
More informationMobile Application Programming: Android. OpenGL ES 3D
Mobile Application Programming: Android OpenGL ES 3D All Points Transformations xf = xo + tx yf = yo + ty xf = xo sx yf = yo sy xf = xi cosθ - yi sinθ yf = xi sinθ + yi cosθ All Points 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 informationComputer Viewing. Prof. George Wolberg Dept. of Computer Science City College of New York
Computer Viewing Prof. George Wolberg Dept. of Computer Science City College of New York Objectives Introduce the mathematics of projection Introduce OpenGL viewing functions Look at alternate viewing
More informationToday s Agenda. Geometry
Today s Agenda Geometry Geometry Three basic elements Points Scalars Vectors Three type of spaces (Linear) vector space: scalars and vectors Affine space: vector space + points Euclidean space: vector
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 informationThe Transition from RenderMan to the OpenGL Shading Language (GLSL)
1 The Transition from RenderMan to the OpenGL Shading Language (GLSL) Mike Bailey mjb@cs.oregonstate.edu This work is licensed under a Creative Commons Attribution-NonCommercial- NoDerivatives 4.0 International
More information