C 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

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Three-Dimensional Graphics III. Guoying Zhao 1 / 67

THE VIEWING TRANSFORMATION

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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 them in a coordinate-free manner Define basic primitives Line segments Polygons Guoying Zhao 3 / 52

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 Want a minimum set of primitives from which we can build more sophisticated objects We will need three basic elements Scalars Vectors Points Guoying Zhao 4 / 52

Coordinate-Free Geometry When we learned simple geometry, most of us started with a Cartesian approach Points were at locations in space p=(x,y,z) We derived results by algebraic manipulations involving these coordinates This approach was nonphysical Physically, points exist regardless of the location of an arbitrary coordinate system Most geometric results are independent of the coordinate system Example Euclidean geometry: two triangles are identical if two corresponding sides and the angle between them are identical Guoying Zhao 5 / 52

Scalars Need three basic elements in geometry Scalars, Vectors, Points Scalars can be defined as members of sets which can be combined by two operations (addition and multiplication) obeying some fundamental axioms (associativity, commutivity, inverses) Examples include the real and complex number systems under the ordinary rules with which we are familiar Scalars alone have no geometric properties Guoying Zhao 6 / 52

Guoying Zhao 7 / 52 Vectors Physical definition: a vector is a quantity with two attributes Direction Magnitude Examples include Force Velocity Directed line segments Most important example for graphics Can map to other types v

Vector Operations Every vector has an inverse Same magnitude but points in opposite direction Every vector can be multiplied by a scalar There is a zero vector Zero magnitude, undefined orientation The sum of any two vectors is a vector Use head-to-tail axiom v -v αv Guoying Zhao 8 / 52 v u w

Linear Vector Spaces Mathematical system for manipulating vectors Operations Scalar-vector multiplication u=αv Vector-vector addition: w=u+v Expressions such as v=u+2w-3r Make sense in a vector space Guoying Zhao 9 / 52

Vectors Lack Position These vectors are identical Same direction and magnitude Vectors spaces insufficient for geometry Need points Guoying Zhao 1 / 52

Points Location in space Operations allowed between points and vectors Point-point subtraction yields a vector Equivalent to point-vector addition v=p-q P=v+Q Guoying Zhao 11 / 52

Affine Spaces Point + a vector space Operations Vector-vector addition Scalar-vector multiplication Point-vector addition Scalar-scalar operations For any point define 1 P = P P = (zero vector) Guoying Zhao 12 / 52

Lines Consider all points of the form P(α)=P + α d Set of all points that pass through P in the direction of the vector d Guoying Zhao 13 / 52

Guoying Zhao 14 / 52 Parametric Form This form is known as the parametric form of the line More robust and general than other forms Extends to curves and surfaces Two-dimensional forms Explicit: y = mx +h Implicit: ax + by +c = Parametric: x(α) = αx + (1-α)x 1 y(α) = αy + (1-α)y 1

Rays and Line Segments If α >=, then P(α) is the ray leaving P in the direction d If we use two points to define v, then P( α) = Q + α (R-Q)=Q+αv =αr + (1-α)Q For <=α<=1 we get all the points on the line segment joining R and Q Guoying Zhao 15 / 52

OpenGL Primitives GL_POINTS GL_LINES GL_LINE_STRIP GL_LINE_LOOP GL_POLYGON GL_TRIANGLES GL_QUAD_STRIP GL_TRIANGLE_STRIP GL_TRIANGLE_FAN Guoying Zhao 16 / 52

Polygon Issues OpenGL will only display polygons correctly that are Simple: edges cannot cross Convex: All points on line segment between two points in a polygon are also in the polygon Flat: all vertices are in the same plane User program can check if above true OpenGL will produce output if these conditions are violated but it may not be what is desired Triangles satisfy all conditions Guoying Zhao 17 / 52 nonsimple polygon nonconvex polygon

Convexity An object is convex iff for any two points in the object all points on the line segment between these points are also in the object P P Q Q convex not convex Guoying Zhao 18 / 52

Affine Sums Consider the sum P=α 1 P 1 +α 2 P 2 +..+α n P n Can show by induction that this sum makes sense iff α 1 +α 2 +..α n =1 in which case we have the affine sum of the points P 1,P 2,..P n If, in addition, α i >=, we have the convex hull of P 1,P 2,..P n Guoying Zhao 19 / 52

Convex Hull Smallest convex object containing P 1,P 2,..P n Formed by shrink wrapping points Guoying Zhao 2 / 52

Curves and Surfaces Curves are one parameter entities of the form P(α) where the function is nonlinear Surfaces are formed from twoparameter functions P(α, β) Linear functions give planes and polygons P(α) P(α, β) Guoying Zhao 21 / 52

Planes A plane can be defined by a point and two vectors or by three points P v R u R Q P(α,β)=R+αu+βv P(α,β)=R+α(Q-R)+β(P-Q) Guoying Zhao 22 / 52

Triangles convex sum of S(α) and R convex sum of P and Q for <=α,β<=1, we get all points in triangle Guoying Zhao 23 / 52

Normals Every plane has a vector n normal (perpendicular, orthogonal) to it From point-two vector form P(α,β)=P +αu+βv, we know we can use the cross product to find n = u v and the equivalent form (P-P ) n= v P u Guoying Zhao 24 / 52

Representation Guoying Zhao 25 / 52

Objectives Introduce concepts such as dimension and basis Introduce coordinate systems for representing vectors spaces and frames for representing affine spaces Discuss change of frames and bases Introduce homogeneous coordinates Guoying Zhao 26 / 52

Linear Independence A set of vectors v 1, v 2,, v n is linearly independent if α 1 v 1 +α 2 v 2 +.. α n v n = iff α 1 =α 2 = = If a set of vectors is linearly independent, we cannot represent one in terms of the others If a set of vectors is linearly dependent, as least one can be written in terms of the others Guoying Zhao 27 / 52

Dimension In a vector space, the maximum number of linearly independent vectors is fixed and is called the dimension of the space In an n-dimensional space, any set of n linearly independent vectors form a basis for the space Given a basis v 1, v 2,., v n, any vector v can be written as v=α 1 v 1 + α 2 v 2 +.+α n v n where the {α i } are unique Guoying Zhao 28 / 52

Guoying Zhao 29 / 52 Representation Until now we have been able to work with geometric entities without using any frame of reference, such as a coordinate system Need a frame of reference to relate points and objects to our physical world. For example, where is a point? Can t answer without a reference system World coordinates Camera coordinates

Coordinate Systems Consider a basis v 1, v 2,., v n A vector is written v=α 1 v 1 + α 2 v 2 +.+α n v n The list of scalars {α 1, α 2,. α n }is the representation of v with respect to the given basis We can write the representation as a row or column array of scalars a=[α 1 α 2. α n ] T = Guoying Zhao 3 / 52 α α. α 1 2 n

Example v=2v 1 +3v 2-4v 3 a=[2 3 4] T Note that this representation is with respect to a particular basis For example, in OpenGL we start by representing vectors using the object basis but later the system needs a representation in terms of the camera or eye basis Guoying Zhao 31 / 52

Which is correct? Coordinate Systems v v Both are because vectors have no fixed location Guoying Zhao 32 / 52

Frames A coordinate system is insufficient to represent points If we work in an affine space we can add a single point, the origin, to the basis vectors to form a frame v 2 P v 1 v 3 Guoying Zhao 33 / 52

Representation in a Frame Frame determined by (P, v 1, v 2, v 3 ) Within this frame, every vector can be written as v=α 1 v 1 + α 2 v 2 +.+α n v n Every point can be written as P = P + β 1 v 1 + β 2 v 2 +.+β n v n Guoying Zhao 34 / 52

Confusing Points and Vectors Consider the point and the vector P = P + β 1 v 1 + β 2 v 2 +.+β n v n v=α 1 v 1 + α 2 v 2 +.+α n v n They appear to have the similar representations p=[β 1 β 2 β 3 ] v=[α 1 α 2 α 3 ] which confuses the point with the vector v A vector has no position v p Vector can be placed anywhere point: fixed Guoying Zhao 35 / 52

Translation, scaling and rotation are expressed as: translation: scale: rotation: v = v + t v = Sv v = Rv Composition is difficult to express translation is not expressed as a matrix multiplication Guoying Zhao 36 / 52

A Single Representation If we define P = and 1 P =P then we can write v=α 1 v 1 + α 2 v 2 +α 3 v 3 = [α 1 α 2 α 3 ][v 1 v 2 v 3 P ] T P = P + β 1 v 1 + β 2 v 2 +β 3 v 3 = [β 1 β 2 β 3 1][v 1 v 2 v 3 P ] T Thus we obtain the four-dimensional homogeneous coordinate representation v = [α 1 α 2 α 3 ] T p = [β 1 β 2 β 3 1] T Guoying Zhao 37 / 52

Homogeneous Coordinates The homogeneous coordinates form for a three dimensional point [x y z] is given as p =[x y z w] T =[wx wy wz w] T We return to a three dimensional point (for w ) by x x /w y y /w z z /w If w=, the representation is that of a vector Note that homogeneous coordinates replaces points in three dimensions by lines through the origin in four dimensions For w=1, the representation of a point is [x y z 1] Guoying Zhao 38 / 52

Guoying Zhao 39 / 52 Guoying Zhao 39 / 52 Translation Scaling (right-handed coordinate system) 1 1 1 1 dz dy dx 1 z y x s s s x y z

Guoying Zhao 4 / 52 Guoying Zhao 4 / 52 Rotation about X-axis 1 cos sin sin cos 1 θ θ θ θ 1 cos sin 1 sin cos θ θ θ θ 1 1 cos sin sin cos θ θ θ θ Rotation about Y-axis Rotation about Z-axis

Homogeneous Coordinates and Computer Graphics Homogeneous coordinates are key to all computer graphics systems All standard transformations (rotation, translation, scaling) can be implemented with matrix multiplications using 4 x 4 matrices Hardware pipeline works with 4 dimensional representations For orthographic viewing, we can maintain w= for vectors and w=1 for points For perspective we need a perspective division Guoying Zhao 41 / 52

Change of Coordinate Systems Consider two representations of the same vector with respect to two different bases. The representations are where a=[α 1 α 2 α 3 ] b=[β 1 β 2 β 3 ] v=α 1 v 1 + α 2 v 2 +α 3 v 3 = [α 1 α 2 α 3 ][v 1 v 2 v 3 ] T =β 1 u 1 + β 2 u 2 +β 3 u 3 = [β 1 β 2 β 3 ][u 1 u 2 u 3 ] T Guoying Zhao 42 / 52

Representing second basis in terms of first Each of the basis vectors, u1,u2, u3, are vectors that can be represented in terms of the first basis v u 1 = γ 11 v 1 +γ 12 v 2 +γ 13 v 3 u 2 = γ 21 v 1 +γ 22 v 2 +γ 23 v 3 u 3 = γ 31 v 1 +γ 32 v 2 +γ 33 v 3 Guoying Zhao 43 / 52

Matrix Form The coefficients define a 3 x 3 matrix M = γ γ γ and the bases can be related by 11 21 31 γ γ γ 12 22 32 a=m T b γ γ γ 13 23 33 Guoying Zhao 44 / 52

Change of Frames We can apply a similar process in homogeneous coordinates to the representations of both points and vectors u u 2 Consider two frames: v 1 2 (P, v 1, v 2, v 3 ) Q (Q, u 1, u 2, u 3 ) P v 1 u v 3 3 Any point or vector can be represented in either frame We can represent Q, u 1, u 2, u 3 in terms of P, v 1, v 2, v 3 Guoying Zhao 45 / 52

Representing One Frame in Terms of the Other Extending what we did with change of bases u 1 = γ 11 v 1 +γ 12 v 2 +γ 13 v 3 u 2 = γ 21 v 1 +γ 22 v 2 +γ 23 v 3 u 3 = γ 31 v 1 +γ 32 v 2 +γ 33 v 3 Q = γ 41 v 1 +γ 42 v 2 +γ 43 v 3 +γ 44 P defining a 4 x 4 matrix M = γ γ γ γ 11 21 31 41 γ γ γ γ 12 22 32 42 γ γ γ γ 13 23 33 43 1 Guoying Zhao 46 / 52

Working with Representations Within the two frames any point or vector has a representation of the same form a=[α 1 α 2 α 3 α 4 ] T in the first frame b=[β 1 β 2 β 3 β 4 ] T in the second frame where α 4 =β 4 = 1 for points and α 4 =β 4 = for vectors and a=m T b The matrix M is 4 x 4 and specifies an affine transformation in homogeneous coordinates Guoying Zhao 47 / 52

Affine Transformations Every linear transformation is equivalent to a change in frames Every affine transformation preserves lines However, an affine transformation has only 12 degrees of freedom because 4 of the elements in the matrix are fixed and are a subset of all possible 4 x 4 linear transformations Guoying Zhao 48 / 52

The World and Camera Frames When we work with representations, we work with n- tuples or arrays of scalars Changes in frame are then defined by 4 x 4 matrices In OpenGL, the base frame that we start with is the world frame Eventually we represent entities in the camera frame by changing the world representation using the model-view matrix Initially these frames are the same (M=I) Guoying Zhao 49 / 52

Moving the Camera If objects are on both sides of z=, we must move camera frame M = 1 1 1 d 1 Guoying Zhao 5 / 52

Next lecture: Transformations Introduce standard transformations Rotation Translation Scaling Shear Derive homogeneous coordinate transformation matrices Learn to build arbitrary transformation matrices from simple transformations Guoying Zhao 51 / 52

Next lecture: OpenGL Transformations Learn how to carry out transformations in OpenGL Rotation Translation Scaling Introduce OpenGL matrix modes Model-view Projection Guoying Zhao 52 / 52