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Transformation
Three - Dimensional Transformation…
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3D Point
We will consider points as column
vectors. Thus, a typical point with
coordinates (x, y, z) is represented as:
x
y
z
3D Point
A 3D point Pwith coordinates (x, y, z) is represented as in
homogenous system:
x
y
P
z
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3D Transformation
3D transformations are represented by 4×4
matrixes in homogenous form:
a b c tx
d e f
ty
g h i tz
0 0 0 1
Three - Dimensional
Transformation
Manipulation, viewing and construction of three-dimensional
graphic images requires the use of three dimensional
geometric and coordinate transformations.
These transformations are formed by composing the basic
transformations of translation, scaling and rotation.
Each of these transformations can be represented as a
matrix transformation.
Transformations are now represented as 4x4 matrices
Geometric transformations
Coordinate transformations
Composite transformations
Instance transformations
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Three - Dimensional
Transformation
Very similar to 2D transformation
Scaling transformation
x s x 0 0 0 x
y 0 s y 0 0 y
z 0 0 s 0 z
z
1 0 0 0 1 1
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Geometric transformations
• Object moves
• Coordinate system remains stationary
• Basic transformations are translation, scaling and rotation.
Translation
V V D
Scaling
V SV
Rotation
V RV
Translation
p ' ( x' , y ' , z ' )
◦ The amount of the translation is added to or z
subtracted from the x, y, and z coordinates
◦ In general, this is done with the equations:
x x Tx p ( x, y , z )
y y Ty v
z z Tz y
◦ This can also be done with the matrix
multiplication:
x' 1 0 0 Tx x
x
y ' 0 1 0 Ty y
z ' 0 0 1 Tz z
1 0 0 0 1 1
Scaling
In general, this is done with the equations:
x n = sx * x
yn = sy * y
zn = sz * z
This can also be done with the matrix multiplication:
xn s x 0 0 0 x
y 0 sy 0 0 y
n *
zn 0 0 sz 0 z
1 0 0 0 1 1
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Scaling
Scaling
V SV
x' S x 0 0 0 x x x Sx
y ' 0 0 y
y y Sy
Sy 0
z' 0 0 Sz 0 z
1 0 0 0 1 1 z z Sz
Rotation
3D rotation is done around a rotation
axis
Fundamental rotations – rotate about x, y,
or z axes
Counter-clockwise rotation is referred to
as positive rotation .
y
+ x
z
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Rotation
• The matrix form for rotation
– x axis – y axis
x 1 0 0 0 x xn cos 0 sin 0 x
y 0 cos 0 y y 0
n sin
1 0 0 y
* *
zn 0 sin cos 0 z zn sin 0 cos 0 z
1 0 0 0 1 1 1 0 0 0 1 1
– z axis
xn cos sin 0 0 x
x x cos y sin
y sin cos 0 0 y
n * y x sin y cos
z 0 0 1 0 z
z z
1 0 0 0 1 1
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Rotation
Rotation about z – similar to 2D rotation
x' x cos y sin
y ' x sin y cos
z' z
x cos sin 0 0 x y
y sin cos 0 0 y
z 0 0 1 0 z
+ x
1 0 1 1
0 0 z
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Rotation
Rotation about y:
x cos 0 sin 0 x
y 0 1 0 0 y
z sin 0 cos 0 z
1 0 1 1
0 0
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Rotation
Rotation about x:
x 1 0 0 0 x
y 0 cos sin 0 y
z 0 sin cos 0 z
1 0 1 1
0 0
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3D Reflections
About a plane:
A reflection through the xy plane:
x 1 0 0 0 x
y 0 1 0 0 y
z 0 0 1 0 z
1 0 0 0 1 1
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3D Coordinate Transformation
Moving the observer who views the
object
Keeping the object stationary
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3D Coordinate Transformation
x x Tx
y y Ty
z z Tz
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Composite 3D Transformation
Equivalent to matrix multiplication or concatenation.
A series of transformations on an object can be
applied as a series of matrix multiplications.
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Composition of transformations
ax px
Rotate q degrees about axis a = a y through point p p y
az pz
Composite 3D Transformation
Scaling can be done relative to the object center
with a composite transformation
Scaling an object centered at (cx, cy, cz) is done with
the matrix multiplication:
xn 1 0 0 c x s x 0 0 0 1 0 0 cx x
y 0 1 0 c y 0 sy 0 0 0 1 0 c y y
n * * *
zn 0 0 1 cz 0 0 sz 0 0 0 1 cz z
w 0 0 0 1 0 0 0 1 0 0 0 1 w
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