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CSCE 441 Computer Graphics: 2D Transformations

CSCE 441 Computer Graphics: 2D Transformations. Jinxiang Chai. 2D Transformations. y. y. x. x. y. x. 2D Transformations. OpenGl transformations: glTranslatef (tx, ty, tz); glRotatef (theta, vx, vy, vz) glScalef (sx,sy,sz) ……. y. y. x. x. y. x. 3. 2D Transformations. y. y.

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CSCE 441 Computer Graphics: 2D Transformations

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  1. CSCE 441 Computer Graphics:2D Transformations Jinxiang Chai

  2. 2D Transformations y y x x y x

  3. 2D Transformations OpenGl transformations: glTranslatef (tx, ty, tz); glRotatef (theta, vx, vy, vz) glScalef (sx,sy,sz) …… y y x x y x 3

  4. 2D Transformations y y x • Applications: • Animation • Image/object manipulation • Viewing transformation • etc. x y x 4

  5. Applications of 2D Transformations • 2D geometric transformations • Animation (demo ,demo) • Image warping • Image morphing

  6. 2D Transformation • Required readings: HB 7-1 to 7-5, 7-8 • Given a 2D object, transformation is to change the object’s • Position (translation) • Size (scaling) • Orientation (rotation) • Shapes (shear) • Apply a sequence of matrix multiplications to the object vertices

  7. X’ a b c x Y’ = d e f * y 1 0 0 1 1 Point Representation • We can use a column vector (a 2x1 matrix) to represent a 2D point x y • A general form of linear transformation can be written as: x’ = ax + by + c OR y’ = dx + ey + f

  8. (x’,y’) (x,y) Translation • Re-position a point along a straight line • Given a point (x,y), and the translation distance (tx,ty) The new point: (x’, y’) x’ = x + tx y’ = y + ty ty tx OR P’ = P + T where P’ = x’ p = x T = tx y’ y ty

  9. x’ = x + tx y’ y ty x’ 1 0 tx x y’ = 0 1 ty * y 1 0 0 1 1 3x3 2D Translation Matrix Use 3 x 1 vector • Note that now it becomes a matrix-vector multiplication

  10. Translate individual vertices Translation • How to translate an object with multiple vertices?

  11. q 2D Rotation • Default rotation center: Origin (0,0) y • > 0 : Rotate counter clockwise q o x y • < 0 : Rotate clockwise o x

  12. (x’,y’) (x’, y’) q f (x,y) 2D Rotation (x,y) -> Rotate about the origin by q r How to compute (x’, y’) ?

  13. 2D Rotation (x’,y’) (x’, y’) q f (x,y) (x,y) -> Rotate about the origin by q y r How to compute (x’, y’) ? o x x = r cos (f)y = r sin (f) x’ = r cos (f + q)y’ = r sin (f + q)

  14. (x’,y’) q f (x,y) 2D Rotation x = r cos (f)y = r sin (f) x’ = r cos (f + q)y = r sin (f + q) r x’ = r cos (f + q) = r cos(f) cos(q) – r sin(f) sin(q) = x cos(q) – y sin(q) y’ = r sin (f + q) = r sin(f) cos(q) + r cos(f)sin(q) = y cos(q) + x sin(q)

  15. (x’,y’) q f x’ cos(q) -sin(q) x y’ sin(q) cos(q) y = (x,y) 2D Rotation x’ = x cos(q) – y sin(q) y’ = y cos(q) + x sin(q) r Matrix form? 3 x 3?

  16. (x’,y’) r q f x’ cos(q) -sin(q) 0 x y’ sin(q) cos(q) 0 y 1 0 0 1 1 x’ cos(q) -sin(q) x y’ sin(q) cos(q) y = = (x,y) 3x3 2D Rotation Matrix

  17. q Rotate individual Vertices 2D Rotation • How to rotate an object with multiple vertices?

  18. x’ Sx 0 x y’ 0 Sy y x’ = x . Sx y’ = y . Sy = (4,4) Sx = 2, Sy = 2 (2,2) (2,2) (1,1) 2D Scaling Scale: Alter the size of an object by a scaling factor (Sx, Sy), i.e.

  19. (4,4) Sx = 2, Sy = 2 (2,2) (2,2) (1,1) 2D Scaling • Not only the object size is changed, it also moved!! • Usually this is an undesirable effect • We will discuss later (soon) how to fix it

  20. x’ Sx 0 x y’ 0 Sy y = x’ Sx 0 0 x y’ = 0 Sy 0 * y 1 0 0 1 1 3x3 2D Scaling Matrix

  21. Put it all together • Translation: • Rotation: • Scaling:

  22. x’ 1 0 tx x y’ = 0 1 ty * y 1 0 0 1 1 Or, 3x3 Matrix Representations • Translation: • Rotation: • Scaling: x’ cos(q) -sin(q) 0 x y’ sin(q) cos(q) 0 * y 1 0 0 1 1 = x’ Sx 0 0 x y’ = 0 Sy 0 * y 1 0 0 1 1 Why use 3x3 matrices?

  23. Why Use 3x3 Matrices? • So that we can perform all transformations using matrix/vector multiplications • This allows us to pre-multiply all the matrices together • The point (x,y) needs to be represented as (x,y,1) -> this is called Homogeneous coordinates! • How to represent a vector (vx,vy)?

  24. Why Use 3x3 Matrices? So that we can perform all transformations using matrix/vector multiplications This allows us to pre-multiply all the matrices together The point (x,y) needs to be represented as (x,y,1) -> this is called Homogeneous coordinates! How to represent a vector (vx,vy)? (vx,vy,0)

  25. x 1 h 0 x y = 0 1 0 * y 1 0 0 1 1 Shearing • Y coordinates are unaffected, but x coordinates are translated linearly with y • That is: • y’ = y • x’ = x + y * h

  26. Interesting Facts: • A 2D rotation is three shears • Shearing will not change the area of the object • Any 2D shearing can be done by a rotation, followed by a scaling, and followed by a rotation x 1 0 0 x y = g 1 0 * y 1 0 0 1 1 Shearing in Y

  27. Reflection

  28. Reflection

  29. Reflection

  30. Reflection about X-axis

  31. Reflection about X-axis x 1 0 0 x y = 0 -1 0 * y 1 0 0 1 1

  32. Reflection about Y-axis

  33. Reflection about Y-axis x -1 0 0 x y = 0 1 0 * y 1 0 0 1 1

  34. What’s the Transformation Matrix?

  35. What’s the Transformation Matrix? x -1 0 0 x y = 0 -1 0 * y 1 0 0 1 1

  36. What if I want to rotate about an arbitrary center? Rotation Revisit • The standard rotation matrix is used to rotate about the origin (0,0) cos(q) -sin(q) 0 sin(q) cos(q) 0 0 0 1

  37. Arbitrary Rotation Center • To rotate about an arbitrary point P (px,py) by q: (px,py)

  38. Arbitrary Rotation Center • To rotate about an arbitrary point P (px,py) by q: • Translate the object so that P will coincide with the origin: T(-px, -py) (px,py)

  39. Arbitrary Rotation Center • To rotate about an arbitrary point P (px,py) by q: • Translate the object so that P will coincide with the origin: T(-px, -py) • Rotate the object: R(q) (px,py)

  40. Arbitrary Rotation Center • To rotate about an arbitrary point P (px,py) by q: • Translate the object so that P will coincide with the origin: T(-px, -py) • Rotate the object: R(q) • Translate the object back: T(px,py) (px,py)

  41. x’ 1 0 px cos(q) -sin(q) 0 1 0 -px x y’ = 0 1 py sin(q) cos(q) 0 0 1 -py y 1 0 0 1 0 0 1 0 0 1 1 Arbitrary Rotation Center • Translate the object so that P will coincide with the origin: T(-px, -py) • Rotate the object: R(q) • Translate the object back: T(px,py) • Put in matrix form: T(px,py) R(q) T(-px, -py) * P

  42. What if I want to scale about an arbitrary pivot point? Scaling Revisit • The standard scaling matrix will only anchor at (0,0) Sx 0 0 0 Sy 0 0 0 1

  43. Arbitrary Scaling Pivot • To scale about an arbitrary fixed point P (px,py): (px,py)

  44. Arbitrary Scaling Pivot • To scale about an arbitrary fixed point P (px,py): • Translate the object so that P will coincide with the origin: T(-px, -py) (px,py)

  45. Arbitrary Scaling Pivot • To scale about an arbitrary fixed point P (px,py): • Translate the object so that P will coincide with the origin: T(-px, -py) • Scale the object: S(sx, sy) (px,py)

  46. Arbitrary Scaling Pivot • To scale about an arbitrary fixed point P (px,py): • Translate the object so that P will coincide with the origin: T(-px, -py) • Scale the object: S(sx, sy) • Translate the object back: T(px,py) (px,py)

  47. Reflection about An Arbitrary Line

  48. Reflection about An Arbitrary Line • Rotate the object to align the reflection vector with x axis: 48

  49. Reflection about An Arbitrary Line • Rotate the object to align the reflection vector with x axis: • Reflect the object 49

  50. Reflection about An Arbitrary Line • Rotate the object to align the reflection vector with x axis: • Reflect the object • Rotate the object back: 50

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