3D Transformations, Schemes and Mind Maps of Computer science

3D transformations. • Coordinate system transformation ... 3D Homogenous Coordinates. • Homogenous coordinates for 2D space requires 3D vectors & matrices.

Typology: Schemes and Mind Maps

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CS 430
Computer Graphics
3D Transformations
World Window to Viewport Transformation
Week 2, Lecture 3
David Breen, William Regli and Maxim Peysakhov
Department of Computer Science
Drexel University
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CS 430

Computer Graphics

3D Transformations

World Window to Viewport Transformation

Week 2, Lecture 3 David Breen, William Regli and Maxim Peysakhov Department of Computer Science Drexel University

Outline

  • World window to viewport transformation
  • 3D transformations
  • Coordinate system transformation

4

Window-to-Viewport

Transformation

  • Given a window and a viewport, what is the transformation from WCS to VPCS? Three steps: - Translate - Scale - Translate 1994 Foley/VanDam/Finer/Huges/Phillips ICG

5

Transforming World

Coordinates to Viewports

  • 3 steps
    1. Translate
    2. Scale
    3. Translate Overall Transformation: 1994 Foley/VanDam/Finer/Huges/Phillips ICG

P '= M

wv

P

3D Transformations

10

Representation of 3D

Transformations

  • Z axis represents depth
  • Right-Handed System
    • When looking “down” at the origin, positive rotation is CCW
  • Left-Handed System
    • When looking “down”, positive rotation is in CW
    • More natural interpretation for displays, big z means “far” (into screen) 1994 Foley/VanDam/Finer/Huges/Phillips ICG

3D Transformations:

Scale & Translate

  • Scale
    • Parameters for each axis direction
  • Translation

3D Transformations:

Rotation

  • One rotation for each world coordinate axis
  • Also can be expressed as the

Rodrigues Formula

P

rot = P cos( ϑ ) + ( n × P )sin( ϑ ) + n ( nP )( 1 − cos( ϑ ))

Rotation Around an

Arbitrary Axis

Improved Rotations

  • Euler Angles have problems
    • How to interpolate keyframes?
    • Angles aren’t independent
    • Interpolation can create Gimble Lock, i.e. loss of a degree of freedom when axes align
  • Solution: Quaternions!

p = ( 0 ,  x )

slerp – Spherical linear interpolation Need to take equals steps on the sphere A & B are quaternions