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Geometric Objects and Transformation

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Title: Geometric Objects and Transformation


1
Chapter 4
  • Geometric Objects and Transformation

2
Objectives
  • Introduce the elements of geometry
  • Scalars
  • Vectors
  • Points
  • Develop mathematical operations among them in a
    coordinate-free manner
  • Define basic primitives
  • Line segments
  • Polygons

3
Basic 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

4
Scalars
  • 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

5
Vectors
  • Physical definition a vector is a quantity with
    two attributes
  • Direction
  • Magnitude
  • Directed line segments
  • Examples include
  • Force
  • Velocity

Directed Line segment
6
Vector 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
7
Vectors Lack Position
  • These vectors are identical
  • Same length and magnitude
  • Vectors spaces insufficient for geometry
  • Need points

8
Points
  • Location in space
  • Operations allowed between points and vectors
  • Point-point subtraction yields a vector
  • Equivalent to point-vector addition

vP-Q
PvQ
9
Coordinate-Free Geometry
Objects without coordinate system
Objects and coordinate system
10
Linear 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

11
Affine Spaces
  • Point a vector space
  • Operations
  • Vector-vector addition
  • Scalar-vector multiplication
  • Point-vector addition
  • Scalar-scalar operations

12
The 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

13
Geometric ADTs
  • Textbook notations
  • ?, ?, ? denote scalars
  • P, Q, R define points
  • u, v, w denote vectors
  • ?v ?v, v P QP v Q

14
Lines
  • 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

15
Parametric 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

16
Rays 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

17
Space 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
18
Convexity
  • 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
19
Affine 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

20
Convex Hull
  • Smallest convex object containing P1,P2,..Pn
  • Formed by shrink wrapping points

21
Dot and Cross Products

22
Linear 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

23
Dimension
  • 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

24
Planes 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

25
Three-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
26
Constructive Solid Geometry
27
Representation
  • 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

28
Coordinate 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
29
Example
  • 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

30
Problem in Coordinate Systems
  • Which is correct?
  • Both are because vectors have no fixed location

v
v
31
Frames 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

32
Frames 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

33
Representations and N-tuples
34
Change 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
35
Representing 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
36
Matrix 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
37
Confusing 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
38
A 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

39
Homogeneous 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

40
Homogeneous 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

41
Change 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
42
Representing 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
43
Working 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
44
Modeling of a Colored Cube
  • Modeling
  • Converting to the camera frame
  • Clipping
  • Projecting
  • Removing hidden surfaces
  • Rasterizing

Demo
45
Representing 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
46
Simple Representation
  • List all polygons by their geometric locations
  • Inefficient and unstructured
  • Consider moving a vertex to a new locations

47
Inward 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

48
Geometry 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

49
Vertex 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!
50
The 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
51
Bilinear Interpolation
Assuming a linear variation, then we can make use
of the same interpolation coefficients in
coordinates for the interpolation of other
attributes.
52
Scan-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

53
General Transformations
  • A transformation maps points to other points
    and/or vectors to other vectors

54
Linear Function (Transformation)
Transformation matrix for homogeneous coordinate
system
55
Affine 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

56
Affine 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

57
Translation
  • Move (translate, displace) a point to a new
    location
  • Displacement determined by a vector d
  • Three degrees of freedom
  • PPd

P
d
P
58
How 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
59
Rotation (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
60
Rotation (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
62
Scaling
  • Expand or contract along each axis (fixed point
    of origin)

xsxx ysyx zszx
Uniform and non-uniform scaling
63
Reflection
  • corresponds to negative scale factors

sx -1 sy 1
original
sx -1 sy -1
sx 1 sy -1
64
Transformation in Homogeneous Coordinates
  • With a frame, each affine transformation is
    represented by a 4?4 matrix of the form

65
Translation
  • 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
66
Translation 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

67
Rotation 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
68
Rotation Matrix
69
Rotation 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

70
Scaling Matrix
  • xsxx
  • ysyx
  • zszx
  • pSp

71
Shear
  • Helpful to add one more basic transformation
  • Equivalent to pulling faces in opposite
    directions

72
Shear Matrix
  • Consider simple shear
  • along x axis

x x y cot q y y z z
73
Inverses
  • 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)

74
Concatenation
  • 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

75
Order 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

76
Rotation about a Fixed Point and about the Z axis
f
?
77
Sequence of Transformations
78
General 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
79
Decomposition of General Rotation
?
?
?
80
The 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

81
Rotation about an Arbitrary Axis 1/3
?
1. Move the fixed point to the origin
2. Rotate through a sequence of rotations
82
Rotation about an Arbitrary Axis 2/3
Final rotation matrix
?
?
?
?
Normalize u
?
?
83
Rotation 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
84
Matrix 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()
85
Interfaces 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

86
Using 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)

87
Physical 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

88
A 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

89
Trackball Frame
origin at center of ball
90
Projection of Trackball Position
  • We can relate position on trackball to position
    on a normalized mouse pad by projecting
    orthogonally onto pad

91
Reversing 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
92
Computing 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

93
Using 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
94
Obtaining 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
95
Rotation Matrix
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