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Lecture 8

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0% found this document useful (0 votes)
3 views66 pages

Lecture 8

Uploaded by

lamanabdulova
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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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 Examples
Uniform Scaling
Non-uniform Scaling
Rotations
Reflections
Orthogonal Projections

Translations?
Problem with Translation
Translation by not linear!

Would like a unified framework for


handling all transformations…
Homogeneous Coordinates
Main idea: add a dummy 4th dimension
• points:
• vectors:
In Homogeneous Coordinates
In Homogeneous Coordinates
In Homogeneous Coordinates
In Homogeneous Coordinates
Homogeneous Coordinates
Main idea: add a dummy 4th dimension
• points:
• vectors:

Now translation is matrix multiplication!

4 x 4 matrix transformations called affine


Linear Transformation Zoo
Translation:
Linear Transformation Zoo
Translation:
Linear Transformation Zoo
Rotation:
Linear Transformation Zoo
Rotation:
Linear Transformation Zoo
Rotation:

what about in
homogeneous coordinates?
Linear Transformation Zoo
Rotation:
Linear Transformation Zoo
Rotation:
Linear Transformation Zoo
Uniform scaling:
Linear Transformation Zoo
Uniform scaling:
Linear Transformation Zoo
Scaling:
What About Non-Axis-Aligned?
What About Non-Axis-Aligned?

compose transformations!
What About Non-Axis-Aligned?

compose transformations!
Linear Transformation Zoo
Reflection:
Linear Transformation Zoo
Reflection:

axis to reflect
Linear Transformation Zoo
Reflection:
Linear Transformation Zoo
Shear:
Linear Transformation Zoo
Shear:
Linear Transformation Zoo
Shear:

shear y-axis

in x-axis direction
Linear Transformation Zoo
Shear:
Combining Transformations

matrix multiplication does not commute


Example: Rotate About Point
Example: Rotate About Point
Transforming Normals
The problem:
Transforming Normals
The problem:
Transforming Normals
The problem:

Points and vectors:


Normals:
What is a Coordinate System?
1. an origin
2. a frame of vectors spanning space
What is a Coordinate System?
1. an origin
2. a frame of vectors spanning space
• usually orthonormal
• usually right-handed
What is a Coordinate System?
1. an origin
2. a frame of vectors spanning space
• usually orthonormal
• usually right-handed

How represented?
What is a Coordinate System?
1. an origin
2. a frame of vectors spanning space
• usually orthonormal
• usually right-handed

How represented?
• in other coordinates…
(turtles all the way down?)
Cartesian “World” Coordinates
Canonical “root” coordinate system

Usually y points “up,” x


and z “horizontal”

But this is arbitrary


Transforming Coordinate Systems
Can define coordinate system in terms of
world coordinates
Transforming Coordinate Systems
Can define coordinate system in terms of
world coordinates

Given in world coords


Transforming Coordinate Systems
Can define coordinate system in terms of
world coordinates

Given in world coords


Change of Coordinates Matrix

Maps from local to world coordinates


Change of Coordinates Matrix

Maps from local to world coordinates

How to map back?


More Coordinates Systems
world
More Coordinates Systems
world
Coordinate Systems in Graphics
world

camera
Coordinate Systems in Graphics
world

view matrix (also called “look at”)

camera
Building the View Matrix
Three axes: tangent, up, look
Building the View Matrix
Three axes: tangent, up, look
Note: camera looks down negative look
direction for extra confusion
Building the View Matrix
Three axes: tangent, up, look
Note: camera looks down negative look
direction for extra confusion
tangent

-look
eye
up
Building the View Matrix
Three axes: tangent, up, look
Note: camera looks down negative look
direction for extra confusion
tangent

-look
eye
up
Building the View Matrix
R

tangent

-R eye
up
-look
tangent

-look
eye
up
Coordinate Systems in Graphics
world

view matrix
object

camera
Why Use Object Coordinates?
Why Use Object Coordinates?
Easier to work with / animate
Why Use Object Coordinates?
Easier to work with / animate

Instancing
Coordinate Systems in Graphics
model world
matrix

view matrix
object

camera
Transformations
Every transformation creates child
coordinate system
Two Interpretations of
Backwards: transforms applied right to
left in original coordinate system
Two Interpretations of
Forwards: transforms applied left to
right in new coordinate systems
Two Interpretations of
Same answer either way, but both
interpretations useful
Scene Graph
Represents hierarchy of transformations

Assignment 3: bones in
character body

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