Title: Geometric Objects and Transformation
1Chapter 4
- Geometric Objects and Transformation
2Objectives
- Introduce the elements of geometry
- Scalars
- Vectors
- Points
- Develop mathematical operations among them in a
coordinate-free manner - Define basic primitives
- Line segments
- Polygons
3Basic Elements
- Geometry is the study of the relationships among
objects in an n-dimensional space - In computer graphics, we are interested in
objects that exist in three dimensions - Want a minimum set of primitives from which we
can build more sophisticated objects - We will need three basic elements
- Scalars
- Vectors
- Points
4Scalars
- Scalars can be defined as members of sets which
can be combined by two operations (addition and
multiplication) obeying some fundamental axioms
(associativity, commutivity, inverses) - Examples include the real and complex number
under the ordinary rules with which we are
familiar - Scalars alone have no geometric properties
5Vectors
- Physical definition a vector is a quantity with
two attributes - Direction
- Magnitude
- Directed line segments
- Examples include
- Force
- Velocity
Directed Line segment
6Vector Operations
- Every vector has an inverse
- Same magnitude but points in opposite direction
- Every vector can be multiplied by a scalar
- There is a zero vector
- Zero magnitude, undefined orientation
- The sum of any two vectors is a vector
- Use head-to-tail axiom
w
vuw
?v
v
-v
u
7Vectors Lack Position
- These vectors are identical
- Same length and magnitude
- Vectors spaces insufficient for geometry
- Need points
8Points
- Location in space
- Operations allowed between points and vectors
- Point-point subtraction yields a vector
- Equivalent to point-vector addition
vP-Q
PvQ
9Coordinate-Free Geometry
Objects without coordinate system
Objects and coordinate system
10Linear Vector and Euclidean Spaces
- Mathematical system for manipulating vectors
- Operations
- Scalar-vector multiplication u?v
- Vector-vector addition wuv
- 1 P P
- 0 P 0 (zero vector)
- Expressions such as
- vu2w-3r
- Euclidean space is an extension of vector space
that adds a measure of size of distance
11Affine Spaces
- Point a vector space
- Operations
- Vector-vector addition
- Scalar-vector multiplication
- Point-vector addition
- Scalar-scalar operations
12The Computer-Science View
- Abstract data types(ADTs)
- vector u, vpoint p, qscalar a, b
- In C, by using classes and overloading
operator, we could writeq p av
13Geometric ADTs
- Textbook notations
- ?, ?, ? denote scalars
- P, Q, R define points
- u, v, w denote vectors
- ?v ?v, v P QP v Q
14Lines
- Consider all points of the form
- P(a)P0 a d
- Set of all points that pass through P0 in the
direction of the vector d
15Parametric Form
- This form is known as the parametric form of the
line - More robust and general than other forms
- Extends to curves and surfaces
- Two-dimensional forms
- Explicit y mx h
- Implicit ax by c 0
- Parametric
- x(a) ax0 (1-a)x1
- y(a) ay0 (1-a)y1
16Rays and Line Segments
- If a gt 0, then P(a) is the ray leaving P0 in the
direction d - If we use two points to define v, then
- P( a) Q a (R-Q)Qav
- aR (1-a)Q
- For 0ltalt1 we get all the
- points on the line segment
- joining R and Q
17Space Partitioning
E
p?u?v
F
v
B
A
u
C
D
E ?gt0, ?gt0, ? ?1 F ?gt0, ?gt0, ? ?gt1 A
?gt0, ?gt0, ? ?lt1 B ?lt0, ?gt0 C ?lt0, ?lt0 D
?gt0, ?lt0
18Convexity
- An object is convex iff for any two points in the
object all points on the line segment between
these points are also in the object
P
P
Q
Q
19Affine Sums
- Consider the sum
- Pa1P1a2P2..anPn
- Can show by induction that this sum makes sense
iff - a1a2..an1
- in which case we have the affine sum of the
points P1,P2,..Pn - If, in addition, aigt0, we have the convex hull
of P1,P2,..Pn
20Convex Hull
- Smallest convex object containing P1,P2,..Pn
- Formed by shrink wrapping points
21Dot and Cross Products
22Linear Independence
- A set of vectors v1, v2, , vn is linearly
independent if - a1v1a2v2.. anvn0 iff a1a20
- If a set of vectors is linearly independent, we
cannot represent one in terms of the others - If a set of vectors is linearly dependent, at
least one can be written in terms of the others
23Dimension
- In a vector space, the maximum number of linearly
independent vectors is fixed and is called the
dimension of the space - In an n-dimensional space, any set of n linearly
independent vectors form a basis for the space - Given a basis v1, v2,., vn, any vector v can be
written as - va1v1 a2v2 .anvn
- where the ai are unique
24Planes and Normals
- Every plane has a vector n normal (perpendicular,
orthogonal) to it - From point-two vector form P(a,b)Raubv, we
know we can use the cross product to find n
u ? v and the equivalent form - (P(a, b)-P) ? n0
- Assume P(x0, y0, z0) and n(nx, ny, nz), then
the plane equationnxxnyynzznx0ny0nz0
25Three-Dimensional Primitives
- Hollow objects
- Objects can be specified by vertices
- Simple and flat polygons (triangles)
- Constructive Solid Geometry (CSG)
3D curves
3D surfaces
Volumetric Objects
26Constructive Solid Geometry
27Representation
- Until now we have been able to work with
geometric entities without using any frame of
reference, such a coordinate system - Need a frame of reference to relate points and
objects to our physical world. - For example, where is a point? Cant answer
without a reference system - World coordinates
- Camera coordinates
28Coordinate Systems
- Consider a basis v1, v2,., vn
- A vector is written va1v1 a2v2 .anvn
- The list of scalars a1, a2, . anis the
representation of v with respect to the given
basis - We can write the representation as a row or
column array of scalars
aa1 a2 . anT
29Example
- v2v13v2-4v3
- a2 3 4
- Note that this representation is with respect to
a particular basis - For example, in OpenGL we start by representing
vectors using the world basis but later the
system needs a representation in terms of the
camera or eye basis
30Problem in Coordinate Systems
- Which is correct?
- Both are because vectors have no fixed location
v
v
31Frames 1/2
- Coordinate System is insufficient to present
points - If we work in an affine space we can add a single
point, the origin, to the basis vectors to form a
frame
32Frames 2/2
- Frame determined by (P0, v1, v2, v3)
- Within this frame, every vector can be written as
- va1v1 a2v2 .anvn
- Every point can be written as
- P P0 b1v1 b2v2 .bnvn
33Representations and N-tuples
34Change of Coordinate Systems
- Consider two representations of a the same vector
with respect to two different bases. The
representations are
aa1 a2 a3
bb1 b2 b3
where
va1v1 a2v2 a3v3 a1 a2 a3 v1 v2 v3
T b1u1 b2u2 b3u3 b1 b2 b3 u1 u2 u3 T
35Representing Second Basis in terms of the First
- Each of the basis vectors, u1,u2, u3, are vectors
that can be represented in terms of the first
basis
u1 g11v1g12v2g13v3 u2 g21v1g22v2g23v3 u3
g31v1g32v2g33v3
v
36Matrix Form
- The coefficients define a 3 x 3 matrix
- and the basis can be related by
- see text for numerical examples
M
aMTb ?b(MT)-1a
37Confusing Points and Vectors
- Consider the point and the vector
- P P0 b1v1 b2v2 .bnvn
- va1v1 a2v2 .anvn
- They appear to have the similar representations
- Pb1 b2 b3 va1 a2 a3
- which confuse the point with the vector
- A vector has no position
v
p
v
can place anywhere
fixed
38A Single Representation
- If we define 0P 0 and 1P P then we can write
- va1v1 a2v2 a3v3 a1 a2 a3 0 v1 v2 v3 P0
T - P P0 b1v1 b2v2 b3v3 b1 b2 b3 1 v1 v2
v3 P0 T - Thus we obtain the four-dimensional homogeneous
coordinate representation - v a1 a2 a3 0 T
- P b1 b2 b3 1 T
39Homogeneous Coordinates
- The general form of four dimensional homogeneous
coordinates is - px y x w T
- We return to a three dimensional point (for w?0)
by - x?x/w
- y?y/w
- z?z/w
- If w0, the representation is that of a vector
- Note that homogeneous coordinates replaces points
in three dimensions by lines through the origin
in four dimensions
40Homogeneous Coordinates and Computer Graphics
- Homogeneous coordinates are key to all computer
graphics systems - All standard transformations (rotation,
translation, scaling) can be implemented by
matrix multiplications with 4 x 4 matrices - Hardware pipeline works with 4 dimensional
representations - For orthographic viewing, we can maintain w0 for
vectors and w1 for points - For perspective we need a perspective division
41Change of Frames
- We can apply a similar process in homogeneous
coordinates to the representations of both points
and vectors - Consider two frames
- Any point or vector can be represented in each
u2
u1
v2
Q0
P0
v1
u3
v3
42Representing One Frame in Terms of the Other
- Extending what we did with change of bases
u1 g11v1g12v2g13v3 u2 g21v1g22v2g23v3 u3
g31v1g32v2g33v3 Q0 g41v1g42v2g43v3 g44P0
using a 4 x 4 matrix
M
43Working with Representations
- Within the two frames any point or vector has a
representation of the same form - aa1 a2 a3 a4 in the first frame
- bb1 b2 b3 b4 in the second frame
- where a4 b4 1 for points and a4 b4 0 for
vectors and - The matrix M is 4 x 4 and specifies an affine
transformation in homogeneous coordinates
aMTb
44Modeling of a Colored Cube
- Modeling
- Converting to the camera frame
- Clipping
- Projecting
- Removing hidden surfaces
- Rasterizing
Demo
45Representing a Mesh
e2
v5
- Consider a mesh
- There are 8 nodes and 12 edges
- 5 interior polygons
- 6 interior (shared) edges
- Each vertex has a location vi (xi yi zi)
v6
e3
e9
e8
v8
v4
e1
e11
e10
v7
e4
e7
v1
e12
v2
v3
e6
e5
46Simple Representation
- List all polygons by their geometric locations
- Inefficient and unstructured
- Consider moving a vertex to a new locations
47Inward and Outward Facing Polygons
- The order v0, v3, v2, v1 and v1, v0, v3, v2
are equivalent in that the same polygon will be
rendered by OpenGL but the order v0, v1, v2,
v3 is different - The first two describe outwardly
- facing polygons
- Use the right-hand rule
- counter-clockwise encirclement
- of outward-pointing normal
- OpenGL treats inward and
- outward facing polygons differently
48Geometry versus Topology
- Generally it is a good idea to look for data
structures that separate the geometry from the
topology - Geometry locations of the vertices
- Topology organization of the vertices and edges
- Example a polygon is an ordered list of vertices
with an edge connecting successive pairs of
vertices and the last to the first - Topology holds even if geometry changes
49Vertex Lists
- Put the geometry in an array
- Use pointers from the vertices into this array
- Introduce a polygon list
,z0
Each location appears only once!
50The Color Cube
- void colorcube( )
-
- polygon(0,3,2,1)
- polygon(2,3,7,6)
- polygon(0,4,7,3)
- polygon(1,2,6,5)
- polygon(4,5,6,7)
- polygon(0,1,5,4)
-
- Note that vertices are ordered so that
- we obtain correct outward facing normals
5
6
2
1
7
4
0
3
51Bilinear Interpolation
Assuming a linear variation, then we can make use
of the same interpolation coefficients in
coordinates for the interpolation of other
attributes.
52Scan-line Interpolation
- A polygon is filled only when it is displayed
- It is filled scan line by scan line
- Can be used for other associated attributes with
each vertex
53General Transformations
- A transformation maps points to other points
and/or vectors to other vectors
54Linear Function (Transformation)
Transformation matrix for homogeneous coordinate
system
55Affine Transformations 1/2
- Line preserving
- Characteristic of many physically important
transformations - Rigid body transformations rotation, translation
- Scaling, shear
- Importance in graphics is that we need only
transform endpoints of line segments and let
implementation draw line segment between the
transformed endpoints
56Affine Transformations 2/2
- Every linear transformation (if the corresponding
matrix is nonsingular) is equivalent to a change
in frames - However, an affine transformation has only 12
degrees of freedom because 4 of the elements in
the matrix are fixed and are a subset of all
possible 4 x 4 linear transformations
57Translation
- Move (translate, displace) a point to a new
location - Displacement determined by a vector d
- Three degrees of freedom
- PPd
P
d
P
58How Many Ways?
- Although we can move a point to a new location in
infinite ways, when we move many points there is
usually only one way
object
translation every point displaced by
same vector
59Rotation (2D) 1/2
- Consider rotation about the origin by q degrees
- radius stays the same, angle increases by q
x r cos (f q) r cosf cosq - r sinf sinq y
r sin (f q) r cosf sinq r sinf cosq
x x cos q y sin q y x sin q y cos q
x r cos f y r sin f
60Rotation (2D) 2/2
- Using the matrix form
- There is a fixed point
- Could be extended to 3D
- Positive direction of rotation is
counterclockwise - 2D rotation is equivalent to 3D rotation about
the z-axis
61(Non-)Rigid-Body Transformation
- Translation and rotation are rigid-body
transformation
Non-rigid-bodytransformations
62Scaling
- Expand or contract along each axis (fixed point
of origin)
xsxx ysyx zszx
Uniform and non-uniform scaling
63Reflection
- corresponds to negative scale factors
sx -1 sy 1
original
sx -1 sy -1
sx 1 sy -1
64Transformation in Homogeneous Coordinates
- With a frame, each affine transformation is
represented by a 4?4 matrix of the form
65Translation
- Using the homogeneous coordinate representation
in some frame - p x y z 1T
- px y z 1T
- ddx dy dz 0T
- Hence p p d or
- xxdx
- yydy
- zzdz
note that this expression is in four dimensions
and expresses that point vector point
66Translation Matrix
- We can also express translation using a
- 4 x 4 matrix T in homogeneous coordinates
- pTp where
- This form is better for implementation because
all affine transformations can be expressed this
way and multiple transformations can be
concatenated together
67Rotation about the Z axis
- Rotation about z axis in three dimensions leaves
all points with the same z - Equivalent to rotation in two dimensions in
planes of constant z - or in homogeneous coordinates
- pRz(q)p
xx cos q y sin q y x sin q y cos q zz
68Rotation Matrix
69Rotation about X and Y axes
- Same argument as for rotation about z axis
- For rotation about x axis, x is unchanged
- For rotation about y axis, y is unchanged
70Scaling Matrix
71Shear
- Helpful to add one more basic transformation
- Equivalent to pulling faces in opposite
directions
72Shear Matrix
- Consider simple shear
- along x axis
x x y cot q y y z z
73Inverses
- Although we could compute inverse matrices by
general formulas, we can use simple geometric
observations - Translation T-1(dx, dy, dz) T(-dx, -dy, -dz)
- Rotation R -1(q) R(-q)
- Holds for any rotation matrix
- Note that since cos(-q) cos(q) and
sin(-q)-sin(q) - R -1(q) R T(q)
- Scaling S-1(sx, sy, sz) S(1/sx, 1/sy, 1/sz)
74Concatenation
- We can form arbitrary affine transformation
matrices by multiplying together rotation,
translation, and scaling matrices - Because the same transformation is applied to
many vertices, the cost of forming a matrix
MABCD is not significant compared to the cost of
computing Mp for many vertices p - The difficult part is how to form a desired
transformation from the specifications in the
application
75Order of Transformations
- Note that matrix on the right is the first
applied - Mathematically, the following are equivalent
- p ABCp A(B(Cp))
- Note many references use column matrices to
present points. In terms of column matrices - pT pTCTBTAT
76Rotation about a Fixed Point and about the Z axis
f
?
77Sequence of Transformations
78General Rotation about the Origin
- A rotation by q about an arbitrary axis can be
decomposed into the concatenation of rotations
about the x, y, and z axes
R(q) Rx(?) Ry(?) Rz(?)
y
?, ?, ? are called the Euler angles
v
q
Note that rotations do not commute We can use
rotations in another order but with different
angles
x
z
79Decomposition of General Rotation
?
?
?
80The Instance Transformation
- In modeling, we often start with a simple object
centered at the origin, oriented with the axis,
and at a standard size - We apply an instance transformation to its
vertices to - Scale
- Orient
- Locate
- Display lists
81Rotation about an Arbitrary Axis 1/3
?
1. Move the fixed point to the origin
2. Rotate through a sequence of rotations
82Rotation about an Arbitrary Axis 2/3
Final rotation matrix
?
?
?
?
Normalize u
?
?
83Rotation about an Arbitrary Axis 3/3
Rotate the line segment to the plane of y0, and
the line segment is foreshortened to
?
?
?
?
?
?
?
Rotate clockwise about the y-axis, so
?
?
Final transformation matrix
84Matrix Stacks
- In many situations we want to save transformation
matrices for use later - Traversing hierarchical data structures (Chapter
9) - Avoiding state changes when executing display
lists - OpenGL maintains stacks for each type of matrix
- Access present type by
glPushMatrix() glPopMatrix()
85Interfaces to 3D Applications
- One of the major problems in interactive computer
graphics is how to use two-dimensional devices
such as a mouse to interface with three
dimensional objects - Example how to form an instance matrix?
- Some alternatives
- Virtual trackball
- 3D input devices such as the spaceball
- Use areas of the screen
- Distance from center controls angle, position,
scale depending on mouse button depressed
86Using Areas of the Screen
- Each button controls rotation, scaling and
translation, separately - Example
- Left button closer to the center, no rotation,
moving up or down, rotate about x-axis, moving
left or right, rotate about y-axis, moving to the
corner, rotate about x-y-axes - Right button translation
- Middle button scaling (zoom-in or zoom-out)
87Physical Trackball
- The trackball is an upside down mouse
- If there is little friction between the ball and
the rollers, we can give the ball a push and it
will keep rolling yielding continuous changes - Two possible modes of operation
- Continuous pushing or tracking hand motion
- Spinning
88A Trackball from a Mouse
- Problem we want to get the two behavior modes
from a mouse - We would also like the mouse to emulate a
frictionless (ideal) trackball - Solve in two steps
- Map trackball position to mouse position
- Use GLUT to obtain the proper modes
89Trackball Frame
origin at center of ball
90Projection of Trackball Position
- We can relate position on trackball to position
on a normalized mouse pad by projecting
orthogonally onto pad
91Reversing Projection
- Because both the pad and the upper hemisphere of
the ball are two-dimensional surfaces, we can
reverse the projection - A point (x,z) on the mouse pad corresponds to the
point (x,y,z) on the upper hemisphere where
y
if r ? x? 0, r ? z ? 0
92Computing Rotatoins
- Suppose that we have two points that were
obtained from the mouse. - We can project them up to the hemisphere to
points p1 and p2 - These points determine a great circle on the
sphere - We can rotate from p1 to p
- by finding the proper axis of rotation and the
angle between the points
93Using the Cross Product
- The axis of rotation is given by the normal to
the plane determined by the origin, p1 , and p2
n p1 ? p1
94Obtaining the Angle
- The angle between p1 and p2 is given by
- If we move the mouse slowly or sample its
position frequently, then q will be small and we
can use the approximation
sin q
sin q ? q
95Rotation Matrix