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UVA CS 445 - Transformations

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Introduction to Computer Graphics CS 445 / 645 Lecture 10 Chapter 7: TransformationsOverviewBasic 3D Transformations3-D RotationComposing Canonical RotationsSlide 6Composing MatricesCompositing MatricesRotation MatricesSlide 10Slide 11Slide 12Representing 3 Rotational DOFsSlide 14Really, a whole matrix to represent three numbers? Underconstrained?Euler AnglesSlide 17A GimbalGimbal LockSlide 20Slide 21InterpolationSlide 23Axis-angle NotationAxis-angle RotationSlide 26Slide 27Slide 28Slide 29Slide 30QuaternionSlide 32Slide 33Quaternion ExampleQuaternion InterpolationSLERPSlide 37Quaternion Code3D Rendering Pipeline (for direct illumination)Reminder: Homogeneous CoordsHomogenous CoordinatesProjection MatrixTaxonomy of ProjectionsSlide 44Parallel ProjectionOrthographic ProjectionsOblique ProjectionsOrthographic ProjectionOrthographic: Screen Space TransformationSlide 50Introduction to Computer GraphicsCS 445 / 645Lecture 10Chapter 7: TransformationsGimbalOverviewRotation representationsRotation representations•EulerEuler•Axis-angleAxis-angle•QuaternionQuaternionCamera TransformationsCamera Transformations•ProjectionsProjectionsRotation representationsRotation representations•EulerEuler•Axis-angleAxis-angle•QuaternionQuaternionCamera TransformationsCamera Transformations•ProjectionsProjectionsBasic 3D Transformationswzyxwzyx1000010000cossin00sincos'''Rotate around Z axis:wzyxwzyx10000cos0sin00100sin0cos'''Rotate around Y axis:wzyxwzyx10000cossin00sincos00001'''Rotate around X axis:3-D RotationGeneral rotations in 3-D require rotating about an General rotations in 3-D require rotating about an arbitraryarbitrary axis of rotationaxis of rotationDeriving the rotation matrix for such a rotation Deriving the rotation matrix for such a rotation directly is a good exercise in linear algebradirectly is a good exercise in linear algebraStandard approach: express general rotation as Standard approach: express general rotation as composition ofcomposition of canonical rotationscanonical rotations •Rotations about Rotations about X, Y, ZX, Y, ZGeneral rotations in 3-D require rotating about an General rotations in 3-D require rotating about an arbitraryarbitrary axis of rotationaxis of rotationDeriving the rotation matrix for such a rotation Deriving the rotation matrix for such a rotation directly is a good exercise in linear algebradirectly is a good exercise in linear algebraStandard approach: express general rotation as Standard approach: express general rotation as composition ofcomposition of canonical rotationscanonical rotations •Rotations about Rotations about X, Y, ZX, Y, ZComposing Canonical RotationsGoal: rotate about arbitrary vector Goal: rotate about arbitrary vector A A by by  •Idea: we know how to rotate about Idea: we know how to rotate about XX,,YY,,ZZ–So, rotate about So, rotate about YY by by  until until AA lies in the YZ plane lies in the YZ plane–Then rotate about Then rotate about XX by by  until until AA coincides with + coincides with +ZZ–Then rotate about Then rotate about Z Z by by –Then reverse the rotation about Then reverse the rotation about X X (by -(by -))–Then reverse the rotation about Then reverse the rotation about Y Y (by -(by -))Goal: rotate about arbitrary vector Goal: rotate about arbitrary vector A A by by  •Idea: we know how to rotate about Idea: we know how to rotate about XX,,YY,,ZZ–So, rotate about So, rotate about YY by by  until until AA lies in the YZ plane lies in the YZ plane–Then rotate about Then rotate about XX by by  until until AA coincides with + coincides with +ZZ–Then rotate about Then rotate about Z Z by by –Then reverse the rotation about Then reverse the rotation about X X (by -(by -))–Then reverse the rotation about Then reverse the rotation about Y Y (by -(by -))Composing Canonical RotationsFirst: rotating about First: rotating about YY by by  until until AA lies in YZ lies in YZHow exactly do we calculate How exactly do we calculate ??•Project Project A A onto XZ plane (Throw away y-coordinate)onto XZ plane (Throw away y-coordinate)•Find angle Find angle  that rotates A to that rotates A to x-axisx-axis:: = -(90° - = -(90° - ) = ) =  - 90 ° - 90 °Second: rotating about x-axis by Second: rotating about x-axis by  until until AA lies on lies on z-axisz-axisHow do we calculate How do we calculate ??First: rotating about First: rotating about YY by by  until until AA lies in YZ lies in YZHow exactly do we calculate How exactly do we calculate ??•Project Project A A onto XZ plane (Throw away y-coordinate)onto XZ plane (Throw away y-coordinate)•Find angle Find angle  that rotates A to that rotates A to x-axisx-axis:: = -(90° - = -(90° - ) = ) =  - 90 ° - 90 °Second: rotating about x-axis by Second: rotating about x-axis by  until until AA lies on lies on z-axisz-axisHow do we calculate How do we calculate ??Composing MatricesSo we have the following matrices:So we have the following matrices:•pp: The point to be rotated about : The point to be rotated about A A by by •RRyy : Rotate about : Rotate about YY by by •RRx x  : Rotate about : Rotate about XX by by •RRzz : Rotate about : Rotate about ZZ by by •RRx x  -1-1: Undo rotation about : Undo rotation about XX by by •RRyy-1-1 : Undo rotation about : Undo rotation about YY by by In what order should we multiply them?In what order should we multiply them?So we have the following matrices:So we have the following matrices:•pp: The point to be rotated about : The point to be rotated about A A by by •RRyy : Rotate about : Rotate about YY by by •RRx x  : Rotate about : Rotate about XX by by •RRzz : Rotate about : Rotate about ZZ by by •RRx x  -1-1: Undo rotation about : Undo rotation about XX by by •RRyy-1-1 : Undo rotation about : Undo


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UVA CS 445 - Transformations

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