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This article explores the concepts of 2D and 3D transformations in computer graphics, focusing on transform composition using multiple matrices. It delves into the non-commutative nature of matrix multiplication and its implications for efficiency when manipulating objects with many vertices. The discussion includes translation, scaling, and rotation in both 2D and 3D, as well as important properties of transformations such as addition in translations and multiplication in scales. Special emphasis is placed on practical applications within OpenGL.
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Computer Graphics 2D & 3D Transformation
2D Transformation • transform composition: multiple transform on the same object (same reference point or line!) • p’ = T1 * T2 * T3 * …. * Tn-1 * Tn * p, where T1…Tn are transform matrices • efficiency-wise, for objects with many vertices, which one is better? • 1) p’ = (T1 * (T2 * (T3 * ….* (Tn-1 * (Tn * p))…) • 2) p’ = (T1 * T2 * T3 * …. * Tn-1 * Tn) * p • matrix multiplication is NOT commutative, in general • (T1 * T2) * T3 != T1 * (T2 * T3) • translate scale may differ from scale translate • translate rotate may differ from rotate translate • rotate non-uniform scale may differ from non-uniform scale rotate
2D Transformation • commutative transform composition: • translate 1 translate 2 == translate 2 translate 1 • scale 1 scale 2 == scale 2 scale 1 • rotate 1 rotate 2 == rotate 2 rotate 1 • uniform scale rotate == rotate uniform scale • matrix multiplication is NOT commutative, in general • (T1 * T2) * T3 != T1 * (T2 * T3) • translate scale may differ from scale translate • translate rotate may differ from rotate translate • rotate non-uniform scale may differ from non-uniform scale rotate
3D Transformation • simple extension of 2D by adding a Z coordinate • transformation matrix: 4 x 4 • 3D homogeneous coordinates: p = [x y z w]T • Our textbook and OpenGL use a RIGHT-HANDED system y note: z axis comes toward the viewer from the screen x z
3D Translation 1 0 0 tx 0 1 0 ty T (tx, ty, tz) = 0 0 1 tz 0 0 0 1
3D Scale sx 0 0 0 0 sy 0 0 S (sx, sy, sz) = 0 0 sz 0 0 0 0 1
3D Rotation about x-axis 1 0 0 0 0 cos(θ) -sin(θ) 0 Rx (θ) = 0 sin(θ) cos(θ) 0 0 0 0 1 note: x-coordinate does not change
3D Rotation about x-axis • suppose we have a unit cube at the origin • blue vertex (0, 1, 0) Rx(90) (0, 0, -1) • green vertex (0, 1, 1) Rx(90) (0, 1, -1) • yellow vertex (1, 1, 0) Rx(90) (1, 0, -1) • red vertex (1, 1, 1) Rx(90) (1, 1, -1) • rotate this cube about the x-axis by 90 degrees y y x z z
3D Rotation about y-axis cos(θ) 0 sin(θ) 0 0 1 0 0 Ry (θ) = -sin(θ) 0 cos(θ) 0 0 0 0 1 note: y-coordinate does not change, and the signs of these two are different from Rx and Rz
3D Rotation about y-axis • suppose you are at (0, 10, 0) and you look down towards the Origin • you will see x-z plane and the new coordinates after rotation can be found as before (2D rotation about (0, 0): vertices on x-y plane) • x’ = z * sin(θ) + x * cos(θ): same z’ = z * cos(θ) – x * sin(θ): different x (x’, z’) θ (x, z) z note: y-coordinate does not change, and the signs of these two are different from Rx and Rz
3D Rotation about y-axis • p (x, z) = (R * cos(a), R * sin(a)) • p’(x’, z’) = (R * cos(b), R* sin(b)) b = a – θ • x’ = R * cos(a - θ) = R * (cos(a)cos(θ) + sin(a)sin(θ)) = R cos(a)cos(θ) + R sin(a)sin(θ) x = Rcos(a), z = Rsin(a) = x*cos(θ) + z*sin(θ) • z’ = R * sin(a – θ) = R * (sin(a)cos(θ) – cos(a)sin(θ)) = R sin(a)cos(θ) – R cos(a)sin(θ) = z*cos(θ) – x*sin(θ) = -x*sin(θ) + z*cos(θ) x (x’, z’) θ (x, z) z
3D Rotation about y-axis cos(θ) 0 sin(θ) 0 0 1 0 0 Ry (θ) = -sin(θ) 0 cos(θ) 0 0 0 0 1 note: y-coordinate does not change, and the signs of these two are different from Rx and Rz
3D Rotation about z-axis cos(θ) -sin(θ) 0 0 sin(θ) cos(θ) 0 0 Rz (θ) = 0 0 1 0 0 0 0 1 note: z-coordinate does not change
Transform Properties • translation on same axes: additive • translate by (2, 0, 0), then by (3, 0, 0) translate by (5, 0, 0) • rotation on same axes: additive • Rx (30), then Rx (15) Rx(45) • scale on same axes: multiplicative • Sx(2), then Sx(3) Sx(6) • rotations on different axis are not commutative • Rx(30) then Ry (15) != Ry(15) then Rx(30)
OpenGL Transformation • keeps a 4x4 floating point transformation matrix globally • user’s command (rotate, translate, scale) creates a matrix which is then multiplied to the global transformation matrix • glRotate{f/d}(angle, x, y, z): rotates current transformation matrix counter-clockwise by angle about the line from the Origin to (x,y,z) • glRotatef(45, 0, 0, 1): rotates 45 degrees about the z-axis • glRotatef(45, 0, 1, 0): rotates 45 degrees about the y-axis • glRotatef(45, 1, 0, 0): rotates 45 degrees about the x-axis • glTranslate{f/d}(tx, ty, tz) • glScale{f/d}(sx, sy, sz)
OpenGL Transformation • OpenGL transform commands are applied in reverse order • for example, glScalef(3, 1, 1); S(3,1,1) glRotatef(45, 1, 0, 0); Rx(45) glTranslatef(10, 20, 0); T(10,20,0) line.draw(); line is drawn translated, rotated and scaled • transformations occur in reverse order to reflect matrix multiplication from right to left • S(3,1,1) * Rx(45) * T(10, 20, 0) * line = (S * (R * T)) * line • user can compute S * R * T and issue glMultMatrixf(matrix); • multiplies matrix with the global transformation matrix
OpenGL Transformation • glMatrixMode(GL_MODELVIEW); must be called first before issuing transformation commands • glMatrixMode(GL_PROJECTION); must be called to set up perspective viewing will be discussed later • individual transformations are not saved by OpenGL but users are able to save these in a stack(glPushMatrix(), glPopMatrix(), glLoadIdentity()) very useful when drawing hierarchical scenes • glLoadMatrixf(matrix); replaces the global transformation matrix with matrix
OpenGL Transformation • argument to glLoadMatrix, glMultMatrix is an array of 16 floating point values • for example, • float mat[] = { 1, 0, 0, 0, // 1st row 0, 1, 0, 0, // 2nd row 0, 0, 1, 0, // 3rd row 0, 0, 0, 1 }; // 4th row • lab time: copy files in hw0a to hw0b (use this directory for lab) • replace glScalef, glRotatef, glTranslatef in display() method with glMultMatrixf command with our own transformation matrix