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How to create and manipulate static 3d models using transformation nodes and hierarchies. The concept of different coordinate spaces, the importance of breaking models into components, and the use of matrix stacks for managing transformations. It also discusses the need for parameterizing movement and building hierarchies, as well as implementing transformation nodes and manipulating them through user control parameters.
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e^1
e^2
e ′
1
e ′
2
Object SpaceWorld SpaceEye SpaceClip Space
Normalized Device Coordinates
Window Coordinates
Model TransformView TransformProjectionPerspective DivisionViewport Transform
system
parent
Body
Upper
Head
Lower
L Arm
Torso
R Arm
Constantly changing local coordinate systemAllows changes at different scales
Body Upper L Arm
body M
upper M
larm M
Current Matrix
body
body
upper
body
upper
larm
θ
glPushMatrix()
glPopMatrix()
When traversing hierarchies
Push
Mult. B
Pop
(6) translate – e.g., elbow joint
( ) t
1
e
e
w
s^
t
2 (^
(1) translate(2) rotate
θ
− e ( 1
(3) translate
e (^
(4) translate(5) rotate
φ
− s ( )
(6) translate
t
trans
t
What’s the hierarchy toput in here?
2 (^
(1) translate(2) rotate
θ
− e ( 1
(3) translate
e (^
(4) translate(5) rotate
φ
− s ( )
(6) translate
t
trans –
e
2
rotate
θ
trans
e
1
trans -
s
rotate
φ
trans
t
Geometry is always at the leaves
trans –
e
2
rotate
θ
trans
e
1
trans -
s
rotate
φ
trans
t
Truck
Parking Lot
Street