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UNIT -V 3-D GEOMETRIC TRANSFORMATIONS: Translation, rotation, scaling, reflection and shear transformation and composite transformations. Visible surface detection methods: Classification, back-face detection, depthbuffer, scan-line, depth sorting
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The geometric transformations play a vital role in generating images of three Dimensional objects with the help of these transformations. The location of objects relative to others can be easily expressed. Sometimes viewpoint changes rapidly, or sometimes objects move in relation to each other. For this number of transformation can be carried out repeatedly.
It is the movement of an object from one position to another position. Translation is done using translation vectors. There are three vectors in 3D instead of two. These vectors are in x, y, and z directions. Translation in the x-direction is represented using Tx. The translation is y-direction is represented using Ty. The translation in the z- direction is represented using Tz. If P is a point having co-ordinates in three directions (x, y, z) is translated, then after translation its coordinates will be (x^1 y^1 z^1 ) after translation. Tx Ty Tz are translation vectors in x, y, and z directions respectively. x^1 =x+ Tx y^1 =y+Ty z^1 =z+ Tz Three-dimensional transformations are performed by transforming each vertex of the object. If an object has five corners, then the translation will be accomplished by translating all five points to new locations. Following figure 1 shows the translation of point figure 2 shows the translation of the cube.
Matrix representation of point translation Point shown in fig is (x, y, z). It become (x^1 ,y^1 ,z^1 ) after translation. Tx Ty Tz are translation vector. Example: A point has coordinates in the x, y, z direction i.e., (5, 6, 7). The translation is done in the x-direction by 3 coordinate and y direction. Three coordinates and in the z- direction by two coordinates. Shift the object. Find coordinates of the new position. Solution: Co-ordinate of the point are (5, 6, 7) Translation vector in x direction = 3 Translation vector in y direction = 3 Translation vector in z direction = 2 Translation matrix is Multiply co-ordinates of point with translation matrix = [5+0+0+30+6+0+30+0+7+20+0+0+1] = [8 9 9 1] x becomes x^1 = y becomes y^1 = z becomes z^1 =
It is moving of an object about an angle. Movement can be anticlockwise or clockwise. 3D rotation is complex as compared to the 2D rotation. For 2D we describe the angle of rotation, but for a 3D angle of rotation and axis of rotation are required. The axis can be either x or y or z. Following figures shows rotation about x, y, z- axis
Following figure show rotation of the object about the Y axis Following figure show rotation of the object about the Z axis
When the object is rotated about an axis that is not parallel to any one of co-ordinate axis, i.e., x, y, z. Then additional transformations are required. First of all, alignment is needed, and then the object is being back to the original position. Following steps are required
For such transformations, composite transformations are required. All the above steps are applied on points P' and P".Each step is explained using a separate figure. Step1: Initial position of P' and P"is shown Step2: Translate object P' to origin Step3: Rotate P" to z axis so that it aligns along the z-axis Step4: Rotate about around z- axis
Step5: Rotate axis to the original position Step6: Translate axis to the original position. Inverse Transformations These are also called as opposite transformations. If T is a translation matrix than inverse translation is representing using T-^1. The inverse matrix is achieved using the opposite sign. Example1: Translation and its inverse matrix Translation matrix Inverse translation matrix
It is change in the shape of the object. It is also called as deformation. Change can be in the x - direction or y - direction or both directions in case of 2D. If shear occurs in both directions, the object will be distorted. But in 3D shear can occur in three directions.
Similarity of object and Image space method In both method sorting is used a depth comparison of individual lines, surfaces are objected to their distances from the view plane. Considerations for selecting or designing hidden surface algorithms: Following three considerations are taken:
1. Edge coherence: The visibility of edge changes when it crosses another edge or it also penetrates a visible edge. 2. Object coherence: Each object is considered separate from others. In object, coherence comparison is done using an object instead of edge or vertex. If A object is farther from object B, then there is no need to compare edges and faces. 3. Face coherence: In this faces or polygons which are generally small compared with the size of the image. 4. Area coherence: It is used to group of pixels cover by same visible face. 5. Depth coherence: Location of various polygons has separated a basis of depth. Depth of surface at one point is calculated, the depth of points on rest of the surface can often be determined by a simple difference equation. 6. Scan line coherence: The object is scanned using one scan line then using the second scan line. The intercept of the first line. 7. Frame coherence: It is used for animated objects. It is used when there is little change in image from one frame to another. 8. Implied edge coherence: If a face penetrates in another, line of intersection can be determined from two points of intersection. Algorithms used for hidden line surface detection 1. Back Face Removal Algorithm 2. Z-Buffer Algorithm 3. Painter Algorithm 4. Scan Line Algorithm 5. Subdivision Algorithm 6. Floating horizon Algorithm Back Face Removal Algorithm It is used to plot only surfaces which will face the camera. The objects on the back side are not visible. This method will remove 50% of polygons from the scene if the parallel projection is used. If the perspective projection is used then more than 50% of the invisible area will be removed. The object is nearer to the center of projection, number of polygons from the back will be removed. It applies to individual objects. It does not consider the interaction between various objects. Many polygons are obscured by front faces, although they are closer to the viewer, so for removing such faces back face removal algorithm is used. When the projection is taken, any projector ray from the center of projection through viewing screen to object pieces object at two points, one is visible front surfaces, and another is not visible back surface. This algorithm acts a preprocessing step for another algorithm. The back face algorithm can be represented geometrically. Each polygon has several vertices. All vertices are numbered in clockwise. The normal M 1 is generated a cross product of any two successive edge vectors. M 1 represent vector perpendicular to face and point outward from polyhedron surface N 1 =(v 2 - v 1 )(v 3 - v 2 ) If N 1 .P≥0 visible N 1 .P<0 invisible Advantage 1. It is a simple and straight forward method. 2. It reduces the size of databases, because no need of store all surfaces in the database, only the visible surface is stored.
trees are added. Then rear or foreground objects are added to picture. Similar approach we will use. We will sort surfaces according to z values. The z values are stored in the refresh buffer. Steps performed in-depth sort
Area Subdivision Algorithm It was invented by John Warnock and also called a Warnock Algorithm. It is based on a divide & conquer method. It uses fundamental of area coherence. It is used to resolve the visibility of algorithms. It classifies polygons in two cases i.e. trivial and non-trivial. Trivial cases are easily handled. Non trivial cases are divided into four equal subwindows. The windows are again further subdivided using recursion until all polygons classified trivial and non trivial. Classification of Scheme It divides or classifies polygons in four categories:
1. Inside surface: It is surface which is completely inside the surrounding window or specified boundary as shown in fig (c) 2. Outside surface: The polygon surface completely outside the surrounding window as shown in fig (a)
3. Overlapping surface: It is polygon surface which completely encloses the surrounding window as shown in fig (b) 4. Overlapping surface: It is surface partially inside or partially outside the surface area as shown in fig (c)