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

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1 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 relationship? 2 Computer Graphics CS46

2 Utah School of Computing Fall 25 Rotate + about ais a:r a (+ a 3 First, Rotate about b : R ( a Now in the (--plane 4 Computer Graphics CS46 2

3 Utah School of Computing Fall 25 Then Rotate about b + : R ( a Rotate in the (--plane 5 Now, + Rotation about -ais: R (+ a Now aligned with -ais 6 Computer Graphics CS46 3

4 Utah School of Computing Fall 25 Then rotate about b - : R (- a Rotate again in the (--plane 7 Now, + Rotation about b : R ( a Now to original position of a 8 Computer Graphics CS46 4

5 Utah School of Computing Fall 25 We Effected + rotation about Arbitrar ais a:r a (+ a 9 We Effected + rotation about Arbitrar ais a:r a (+ a ( R ( R ( R ( ( R ( R R Utah School of Computing Computer Graphics CS46 5

6 Utah School of Computing Fall 25 Rotation about Arbitrar Ais Rotation about a-ais effected b (nonunique composition of 5 elementar rotations We show arbitrar rotation as succession of 5 rotations about principal aes Ra ( ( ( ( ( ( ( ( ( In matri terms, R a (+ = R ( R ( R ( R ( ( R 2 Computer Graphics CS46 6

7 Utah School of Computing Fall 25 Similarl, R a - (+ = R a (-, so Ra ( ( ( ( ( ( ( ( ( R ( 3 t A Recall, [AB] t = B t A t Consequentl, for R t M t R t t. t t R M R M R R t R t A R t M R, because, M t R 4 Computer Graphics CS46 7

8 Utah School of Computing Fall 25 It follows directl that, R t S t M SR t R t S t M t SR 5 R ( R t a a( Ra R t ( ( ( ( ( ( ( ( ( ( Utah School of Computing 6 Computer Graphics CS46 8

9 Utah School of Computing Fall 25 Computer Graphics CS ( ( ( ( ( ( ( ( ( Ra ( R Similarl, R a - (+ = R a (-, so 8 ( ( ( ( ( ( ( ( ( Ra ( R In matri terms, R a (+ = ( R ( R ( R ( R

10 Utah School of Computing Fall 25 Computer Graphics CS46 9 ( ( R t a Ra Constructivel, we have shown, This will be useful later 2 3D Translation in ( d d d T

11 Utah School of Computing Fall 25 Computer Graphics CS46 2 3D Translation in ( d d d T 22 3D Translation in ( d d d T

12 Utah School of Computing Fall 25 Computer Graphics CS D Shear in -direction ( a a a Sh 24 3D Shear in -direction ( b b b Sh

13 Utah School of Computing Fall 25 Computer Graphics CS D Shears: Clamp a Principal Plane, shear in other 2 DoFs ( a a a Sh

14 Utah School of Computing Fall 25 Computer Graphics CS46 4 Spring 23 Utah School of Computing Utah School of Computing 27 3D Shear in -direction ( b b b Sh 28 3D Shear in -direction ( c c c Sh

15 Utah School of Computing Fall 25 Computer Graphics CS D Shear in -direction ( d d d Sh ( d d d Sh

16 Utah School of Computing Fall 25 Computer Graphics CS D Shear in -direction ( c c c Sh 32 3D Shear in -direction ( e e e Sh

17 Utah School of Computing Fall 25 Computer Graphics CS D Shear in ( e e e Sh 34 3D Shear in ( f f f Sh

18 Utah School of Computing Fall 25 What About Elementar Inverses? Scale Shear Rotation Translation 35 Scale Inverse 36 Computer Graphics CS46 8

19 Utah School of Computing Fall 25 Computer Graphics CS Shear Inverse b b a a 38 Shear Inverse b b a a

20 Utah School of Computing Fall 25 Computer Graphics CS Rotation Inverse - - (- (- -(- (- - 4 Rotation Inverse ( ( ( (

21 Utah School of Computing Fall 25 Rotation Inverse - - What is special about this? 4 Rotation Inverse - - What is special about this? Orthonormal transformations: the inverse is the transpose! 42 Computer Graphics CS46 2

22 Utah School of Computing Fall 25 Computer Graphics CS Translation Inverse ( d d d d 44 Translation Inverse d d

23 Utah School of Computing Fall 25 Computer Graphics CS Want the RHR to Work j i k i k j k j i j k i 46 3D Positive Rotations

24 Utah School of Computing Fall 25 Xforms as Change in Coordinate Ss Useful in man situations Use most natural coordination sstem locall Tie things together in a global sstem (object space to world space 47 Eample Computer Graphics CS46 24

25 Utah School of Computing Fall 25 M takes a point Eample is the transformation that i j p ( j in coordinate sstem j and converts it to a point in coordinate sstem i p ( i 49 Eample p ( i M i j p ( j p ( j M j k p ( k M i k M i j M j k 5 Computer Graphics CS46 25

26 Utah School of Computing Fall 25 Eample Eample M T 2 (4,2 M T(2,3 S 23 (/2,/2 M R (45 T(6.7,.8 34 Spring 23 Utah School of Computing 52 Computer Graphics CS46 26

27 Utah School of Computing Fall 25 Eample M R(45 T(6.7, M T 2 (4,2 2 3 M T(2,3 S(/2,/ Recall the Following ( AB B A 54 Computer Graphics CS46 27

28 Utah School of Computing Fall 25 Since M i j M j i M M M T ( 4, 2 2 S(2,2 T( 2, 3 32 R( 45 T( 6.7, Eample M R( 45 T( 6.7, M T ( 4, M S(2,2 T( 2, Computer Graphics CS46 28

29 Utah School of Computing Fall 25 Change of Coordinate Sstem Describe the old coordinate sstem in terms of the new one. 57 Change of Coordinate Sstem Move to the new coordinate sstem and describe the one old. Old is a negative rotation of the new. 58 Computer Graphics CS46 29

30 Utah School of Computing Fall 25 Pre 3. OpenGL Matrices In Pre 3. OpenGL matrices were part of the state Multiple tpes Model-View (GL_MODELVIEW Projection (GL_PROJECTION Teture (GL_TEXTURE Color(GL_COLOR Single set of functions for manipulation Select which to manipulated b glmatrimode(gl_modelview; glmatrimode(gl_projection; Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesle 25 Wh Deprecation Functions were based on carring out the operations on the CPU as part of the fied function pipeline Current model-view and projection matrices were automaticall applied to all vertices ug CPU We will use the notion of a current transformation matri with the understanding that it ma be applied in the shaders Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesle 25 Computer Graphics CS46 3

31 Utah School of Computing Fall 25 Current Transformation Matri (CTM In HTML5/Javascript, conceptuall there is a 3 3 homogeneous coordinate matri, the current transformation matri (CTM that is part of the state and is applied to all vertices that pass down the pipeline In WebGL, conceptuall there is a 4 4 homogeneous coordinate matri, the current transformation matri (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 C CTM p =Cp vertices Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesle 25 CTM operations The CTM can be altered either b loading a new CTM or b postmutiplication Load an identit matri: C I Load an arbitrar matri: C M Load a translation matri: C T Load a rotation matri: C R Load a scaling matri: C S Postmultipl b an arbitrar matri: C CM Postmultipl b a translation matri: C CT Postmultipl b a rotation matri: C CR Postmultipl b a scaling matri: C CS Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesle 25 Computer Graphics CS46 3

32 Utah School of Computing Fall 25 Rotation about a Fied Point Start with identit matri: C I Move fied point to origin: C CT Rotate: C CR Move fied point back: C CT - Result: C = TR T which is backwards. This result is a consequence of doing postmultiplications. Let s tr again. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesle 25 Reverg the Order We want C = T R T so we must do the operations in the following order C I C CT - C CR C CT Each operation corresponds to one function call in the program. Note that the last operation specified is the first eecuted in the program Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesle 25 Computer Graphics CS46 32

33 Utah School of Computing Fall 25 CTM in Canvas In 2D, World Space is our canvas. We will use transformation matrices to place objects into the 2D scene. We will use transformations (matrices to move the objects in the scene. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesle 25 CTM in WebGL OpenGL had a model-view and a projection matri in the pipeline which were concatenated together to form the CTM We will emulate this process Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesle 25 Computer Graphics CS46 33

34 Utah School of Computing Fall 25 USE MODEL->Object/World->Ee- >CLIP->NDC->Window Utah School of Computing Ug the ModelView Matri In WebGL, the model-view matri is used to Position the camera Can be done b rotations and translations but is often easier to use the lookat function in MV.js Build models of objects and put them in world-space The projection matri is used to define the view volume and to select a camera lens Although these matrices are no longer part of the OpenGL state, it is usuall a good strateg to create them in our own applications q = P*MV*p Computer Graphics CS46 34

35 Utah School of Computing Fall 25 Rotation, Translation, Scaling Create an identit matri [note, MV.js initialies to identit]: var m = mat4(; Multipl on right b rotation matri of theta in degrees where (v, v, v define ais of rotation var r = rotate(theta, v, v, v m = mult(m, r; Also have rotatex, rotatey, rotatez Do same with translation and scaling: var s = scale( s, s, s var t = translate(d, d, d; m = mult(s, t; Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesle 25 Eample Rotation about ais b 3 degrees with a fied point of (., 2., 3. var m = mult(translate(., 2., 3., rotate(3.,.,.,.; m = mult(m, translate(-., -2., -3.; Remember that last matri specified in the program is the first applied Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesle 25 Computer Graphics CS46 35

36 Utah School of Computing Fall 25 Arbitrar Matrices Can load and multipl b matrices defined in the application program Matrices are stored as one dimensional arra of 6 elements b MV.js but can be treated as 4 4 matrices in row major order OpenGL wants column major data gl.uniformmatri4f has a parameter for automatic transpose but it must be set to false. flatten function converts to column major order which is required b WebGL functions Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesle 25 Matri Stacks In man situations we want to save transformation matrices for use later Traverg hierarchical data structures (Chapter 9 Pre 3. OpenGL maintained stacks for each tpe of matri Eas to create the same functionalit in JS push and pop are part of Arra object var stack = [ ] stack.push(modelviewmatri; modelviewmatri = stack.pop(; Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesle 25 Computer Graphics CS46 36

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