2 d transformations and homogeneous coordinates

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2 d transformations and homogeneous coordinates

  1. 1. 2D transformations andhomogeneous coordinates TARUN GEHLOTS
  2. 2. Map of the lecture• Transformations in 2D: – vector/matrix notation – example: translation, scaling, rotation• Homogeneous coordinates: – consistent notation – several other good points (later)• Composition of transformations• Transformations for the window system
  3. 3. Transformations in 2D• In the application model: – a 2D description of an object (vertices) – a transformation to apply• Each vertex is modified: • x’ = f(x,y) • y’ = g(x,y)• Express the modification
  4. 4. Translations• Each vertex is modified: • x’ = x+tx • y’ = y+ty Before After
  5. 5. Translations: vector notation• Use vector for the notation: – makes things simpler• A point is a vector: x y• A translation is merely a vector sum: P’ = P + T
  6. 6. Scaling in 2D• Coordinates multiplied by the scaling factor: • x’ = sx x • y’ = sy y Before After
  7. 7. Scaling in 2D, matrix notation• Scaling is a matrix multiplication: P’ = SP x sx 0 x y 0 sy y
  8. 8. Rotating in 2D• New coordinates depend on both x and y • x’ = cos x - sin y • y’ = sin x + cos y Before After
  9. 9. Rotating in 2D, matrix notation• A rotation is a matrix multiplication: P’=RP x cos sin x y sin cos y
  10. 10. 2D transformations, summary• Vector-matrix notation simplifies writing: – translation is a vector sum – rotation and scaling are matrix-vector multiplication• I would like a consistent notation: – that expresses all three identically – that expresses combination of these also identically• How to do this?
  11. 11. Homogeneous coordinates• Introduced in mathematics: – for projections and drawings – used in artillery, architecture – used to be classified material (in the 1850s)• Add a third coordinate, w x• A 2D point is a 3 coordinates vector: y w
  12. 12. Homogeneous coordinates (2)• Two points are equal if and only if: x’/w’ = x/w and y’/w’= y/w• w=0: points at infinity – useful for projections and curve drawing• Homogenize = divide by w.• Homogenized points: x y 1
  13. 13. Translations with homogeneousx 1 0 tx x x x w w txy 0 1 ty y y yw 0 0 1 w w w ty x x wt x y y wt y w w
  14. 14. Scaling with homogeneousx sx 0 0 x x xy 0 sy 0 y w s x w y yw 0 0 1 w w s y w x sx x y sy y w w
  15. 15. Rotation with homogeneousx cos sin 0 xy sin cos 0 y x x y w cos w sin ww 0 0 1 w y x y w sin w cos w x cos x sin y y sin x cos y w w
  16. 16. Composition of transformations• To compose transformations, multiply the matrices: – composition of a rotation and a translation: M = RT• all transformations can be expressed as matrices – even transformations that are not translations, rotations and scaling
  17. 17. Rotation around a point Q• Rotation about a point Q: – translate Q to origin (TQ), – rotate about origin (R ) – translate back to Q (- TQ). P’=(-TQ)R TQ P
  18. 18. Beware!• Matrix multiplication is not commutative• The order of the transformations is vital – Rotation followed by translation is very different from translation followed by rotation – careful with the order of the matrices!• Small commutativity: – rotation commute with rotation, translation with translation…
  19. 19. From World to Window• Inside the application: – application model – coordinates related to the model – possibly floating point• On the screen: – pixel coordinates – integer – restricted viewport: umin/umax, vmin/vmax
  20. 20. From Model to Viewportymaxymin xmin xmax
  21. 21. From Model to Viewport• Model is (xmin,ymin)-(xmax,ymax)• Viewport is (umin,vmin)-(umax,vmax)• Translate by (-xmin,-ymin)• Scale by ( umax-umin , vmax-vmin ) xmax-xmin ymax-ymin• Translate by (umin,vmin) M = T’ST
  22. 22. From Model to ViewportPixel Coordinates Model Coordinates u x v M y w w
  23. 23. Mouse position: inverse problem• Mouse click: coordinates in pixels• We want the equivalent in World Coord – because the user has selected an object – to draw something – for interaction• How can we convert from window coordinates to model coordinates?
  24. 24. Mouse click: inverse problem • Simply inverse the matrix: 1 1 M (T ST)Model Coordinates Pixels coordinates x u 1 y M v w w
  25. 25. 2D transformations: conclusion• Simple, consistent matrix notation – using homogeneous coordinates – all transformations expressed as matrices• Used by the window system: – for conversion from model to window – for conversion from window to model• Used by the application: – for modeling transformations

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