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Unit 1

Homogenous Coordinate
System

By: Medhavi Pandey


Outline
▪ Transformations in 2D concepts

▪ Homogeneous coordinates

▪ Composition of transformations

▪ Transformations for the window system


Transformation

• Transformation means changing some graphics into something else by


applying rules. We can have various types of transformations such as
translation, scaling up or down, rotation, shearing, etc. When a
transformation takes place on a 2D plane, it is called 2D transformation.

• Transformations play an important role in computer graphics to reposition


the graphics on the screen and change their size or orientation.
Transformation
• Transformations are a fundamental part of the computer
• graphics. Transformations are the movement of the object in
Cartesian plane .
TYPES OF
TRANSFORMATION
• There are two types of transformation in computer graphics.
1) 2D transformation
2) 3D transformation
Types of 2D and 3D transformation
1) Translation
2) Rotation
3) Scaling
4) Shearing
5) Mirror reflection
WHY WE USE
TRANSFORMATION
• Transformation are used to position objects , to shape object , to

change viewing positions , and even how something is viewed.

• In simple words transformation is used for

1) Modeling

2) viewing
Homogenous Coordinates

• To perform a sequence of transformation such as translation followed


by rotation and scaling, we need to follow a sequential process −

• Translate the coordinates, rotate the translated coordinates, and then


Scale the rotated coordinates to complete the composite
transformation.

• Therefore, [X’]= [X][T]


Homogenous Coordinates

• We can represent the point by 3 numbers instead of 2 numbers,


which is called Homogenous Coordinate system. In this system, we
can represent all the transformation equations in matrix
multiplication. Any Cartesian point P (X,Y) can be converted to
homogenous coordinates by P’ (Xh, Yh, h).
3D TRANSFORMATION

• When the transformation takes place on a 3D plane. It is called3D


transformation.

• Generalize from 2D by including z coordinate straight forward for


translation and scale, rotation more difficult

• Homogeneous coordinates: 4 components

• Transformation matrices: 4×4 elements


Translation in 2D
• A translation moves an object to a different position on the screen.
You can translate a point in 2D by adding translation coordinate (tx, ty)
to the original coordinate X,Y to get the new coordinate X′,Y′.
Translation in 2D
• We can write that −
• X’ = X + tx
• Y’ = Y + ty
• The pair (tx, ty) is called the translation vector or shift vector. The
above equations can also be represented using the column vectors.
• P=[X]/[Y]
•  p' = [X′]/[Y′]
• T = [tx]/[ty]
• We can write it as −
• P’ = P + T
Translation in 3D

• Moving of object is called translation.


• In 3 dimensional homogeneous coordinate representation , a
• Point is transformed from position P = ( x, y , z) to P’=( x’, y’,z’)
• This can be written as:-
• Using P’ = T . P

Where x’= x+ tx
And y’= y + ty
z’=z+ tz
Translation in 3D

x’ 1 0 0 tx x
y’ 0 1 0 ty y
z’ = 0 0 1 tz z
1 0 0 0 1 1
Translation in 3D
Translation in 3D

• The matrix representation is equivalent to the three equation.

• x’=x+ tx , y’=y+ ty , z’=z+ tz

• Where parameter tx , ty , tz are specifying translation distance for the


coordinate direction x , y , z are assigned any real value.
2D ROTATION

• In rotation, we rotate the object at particular angle θ theta from its


origin. From the following figure, we can see that the point PX,Y is
located at angle φ from the horizontal X coordinate with distance r
from the origin.

• Let us suppose you want to rotate it at the angle θ. After rotating it to


a new location, you will get a new point P’ X′, Y′.
2D ROTATION
2D ROTATION
• Using standard trigonometric the original coordinate of point P X,Y can be
represented as −

• X=rcosϕ......(1)

• Y=rsinϕ......(2)

• Same way we can represent the point P’  X′,Y′ as −

• x′=rcos(ϕ+θ)=rcosϕcosθ−rsinϕsinθ.......(3)

• y′=rsin(ϕ+θ)=rsinϕcosθ + rcosϕsinθ.......(4)
2D ROTATION
• Substituting equation 1 & 2 in 3 & 4 respectively, we will get

• x′=xcosθ−ysinθ

• y′=xsinθ+ycosθ
2D ROTATION

• Representing the above equation in matrix form,

• [X′Y′]=[XY] cosθ sinθ

-sinθ cosθ

OR, P’ = P . R
2D ROTATION
• The rotation angle can be positive and negative.

• For positive rotation angle, we can use the above rotation matrix. However, for negative
angle rotation, the matrix will change as shown below −
• R= cos(−θ) sin(−θ)
− sin(−θ) cos(−θ)

cosθ −Sinθ (∵cos(−θ)=cosθand sin(−θ)=−sinθ)


R=
Sinθ cosθ
3D ROTATION

• Where an object is to be rotated about an axis that is parallel to one


of the coordinate axis, we can obtain the desired rotation with the
following transformation sequence.
• Coordinate axis rotation
• Z- axis Rotation(Roll)
• Y-axis Rotation(Yaw)
• X-axis Rotation(Pitch)
3D ROTATION
COORDINATE AXIS
ROTATION
• Obtain rotations around other axes through cyclic permutation
• of coordinate parameters:
• X🡪 y🡪 z 🡪x
X-AXIS ROTATION
• The equation for X-axis rotation
• x’ = x
• y’ = y cosθ – z sinθ
• z’ = y sinθ + z cosθ

x’ 1 0 0 0 x
y’ = 0 cosθ – sinθ 0 y
z 0 sinθ cosθ 0 z
1 0 0 0 1 1
Y-AXIS ROTATION
• The equation for Y-axis rotaion
• x’ = x cosθ + z sinθ
• y’ = y
• z’ = z cosθ - x sinθ

x’ cosθ 0 sinθ 0 x
y’ = 0 1 0 0 y
z’ -sinθ 0 cosθ 0 z
1 0 0 0 1 1
Z-AXIS ROTATION
• The equation for Y-axis rotaion
• x’ = x cosθ – y sinθ
• y’ = x sinθ + y cosθ
• z’ = z

x’ cosθ -sinθ 0 0 x
y’ = sinθ cosθ 0 0 y
z’ 0 0 1 0 z
1 0 0 0 1 1
2D SCALING
• To change the size of an object, scaling transformation is used. In the scaling process,
you either expand or compress the dimensions of the object. Scaling can be achieved by
multiplying the original coordinates of the object with the scaling factor to get the
desired result.

• Let us assume that the original coordinates are X,Y, the scaling factors are (SX, SY), and
the produced coordinates are X′,Y′. This can be mathematically represented as shown
below −

• X' = X . SX and Y' = Y . SY
2D SCALING
• The scaling factor SX, SY scales the object in X and Y direction
respectively. The above equations can also be represented in matrix
form as below −
• (X′Y′)= (XY) Sx 0
0 Sy
[X' = X . SX and Y' = Y . SY ]

OR P’ = P . S
2D SCALING
• Where S is the scaling matrix. The scaling process is shown in the
following figure.
2D SCALING

• If we provide values less than 1 to the scaling factor S, then we can


reduce the size of the object. If we provide values greater than 1, then
we can increase the size of the object.
3D SCALING
• Changes the size of the object and repositions the object relative to the coordinate
origin.

• The equations for scaling

• x’ = x . sx

• y’ = y . Sy

• z’ = z . Sz

• Ssx, sy, sz
3D SCALING

x’ Sx 0 0 0 x
y’ = 0 Sy 0 0 y
z’ 0 0 Sz 0 z
1 0 0 0 1 1
Reflection in 2 D

• Reflection is the mirror image of original object. In other words, we can say that it is a

rotation operation with 180°. In reflection transformation,the size of the object does

not change.

• The following figures show reflections with respect to X and Y axes, and about the

origin respectively.
Reflection in 2 D
Reflection in 2 D
3D REFLECTION

• Reflection in computer graphics is used to emulate reflective objects


like mirrors and shiny surfaces

• Reflection may be an x-axis, y-axis , z-axis and also in the planes xy-
plane, yz-plane , and zx-plane.

• Reflection relative to a given Axis are equivalent to 180 Degree


rotations
3D REFLECTION
3D REFLECTION
⮚ Reflection about x-axis:-
•x’=x y’=-y z’=-z

1 0 0 0
0 -1 0 0
0 0 -1 0
0 0 0 1
3D REFLECTION
•Reflection about y-axis:-
•y’=y x’=-x z’=-z

-1 0 0 0
0 1 0 0
0 0 -1 0
0 0 0 1
3D REFLECTION
• Reflection about z-axis:-
• x’=-x y’=-y z’=z

-1 0 0 0
0 -1 0 0
0 0 1 0
0 0 0 1
2 D Shearing
• A transformation that slants the shape of an object is called the shear
transformation. There are two shear transformations X-Shear and Y-
Shear. One shifts X coordinates values and other shifts Y coordinate
values. However; in both the cases only one coordinate change its
coordinates and other preserves its values. Shearing is also termed
as Skewing.
X-Shear
• The X-Shear preserves the Y coordinate and changes are made to X
coordinates, which causes the vertical lines to tilt right or left as
shown in below figure.
X-Shear
• The transformation matrix for X-Shear can be represented as:-

• Xsh = 1 Shx 0
0 1 0
0 0 1

• X' = X + ShX . Y
• Y’ = Y
Y-Shear
• The Y-Shear preserves the X coordinates and changes the Y
coordinates which causes the horizontal lines to transform into lines
which slopes up or down as shown in the following figure.
Y-Shear
• The Y-Shear can be represented in matrix from as −

• Xsh = 1 0 0
Shy 1 0
0 0 1

• Y' = Y + Shy . X
• X’ = X
3D SHEARING

⮚ Modify object shapes

⮚ Useful for perspective projections


⮚ When an object is viewed from different directions and at different
distances, the appearance of the object will be different. Such view
is called perspective view. Perspective projections mimic what the
human eyes see.
3D SHEARING
•E.g. draw a cube (3D) on a screen (2D) Alter the values for x and y
•by an amount proportional to the distance from zref
3D SHEARING
⮚ Matrix for 3d shearing where a and b can Be assigned any real
Value.
THANK YOU

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