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 3D transformation methods are extended
from 2D methods by including considerations
for the z coordinate
 A 3D homogenous coordinate is represented
as a four-element column vector
◦ Each geometric transformation operator is a
4 by 4 matrix
 Translation of a Point
zyx tzztyytxx  ',','
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100
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'
'
'
z
y
x
t
t
t
z
y
x
z
y
x
P’=P·T
(x,y,z) T=(tx,ty,tz)
(x’,y’,z’)
x
z
y
 Uniform Scaling (Scaling relative to the coordinate origin)
zyx szzsyysxx  ',','
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11000
000
000
000
1
'
'
'
z
y
x
s
s
s
z
y
x
z
y
x
x
z
y
P’ = S·P
 Scaling with a Selected fixed point (xf, yf , zf)
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1000
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),,(),,(),,(
z
y
x
z
y
x
s
s
s
z
y
x
z
y
x
zyxTsssSzyxT
f
f
f
z
y
x
f
f
f
fffzyxfff
x x x xzzzz
y y y y
Original position Translate Scaling Inverse Translate
 Positive rotation angles produce counterclockwise
rotations about a coordinate axis, assuming that we are
looking in the negative direction along that coordinate
axis
 Coordinate-Axis Rotations
◦ Z-axis rotation
◦ X-axis rotation
◦ Y-axis rotation
 General 3D Rotations
◦ Rotation about an axis that is parallel to one of the
coordinate axes
◦ Rotation about an arbitrary axis
 Z-Axis Rotation  X-Axis Rotation  Y-Axis Rotation
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11000
0100
00cossin
00sincos
1
'
'
'
z
y
x
z
y
x


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11000
0cossin0
0sincos0
0001
1
'
'
'
z
y
x
z
y
x

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11000
0cos0sin
0010
0sin0cos
1
'
'
'
z
y
x
z
y
x


 z-axis rotation
◦ x’=x cos θ - y sin θ
◦ y’=x sin θ + y cos θ
◦ z’=z
or, P’ = Rz(θ)·P
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11000
0100
00cossin
00sincos
1
'
'
'
z
y
x
z
y
x
 z-axis rotation
◦ x’=x cos θ - y sin θ
◦ y’=x sin θ + y cos θ
◦ z’=z
 Other axis rotations
◦ x→ y→ z→ x
 x-axis rotation
◦ y’=y cos θ - z sin θ
◦ z’=y sin θ + z cos θ
◦ x’=x
 y-axis rotation
◦ z’=z cos θ - x sin θ
◦ x’=z sin θ + x cos θ
◦ y’=y
or, P’ = Rx(θ)·P
or, P’ = Ry(θ)·P
General 3D Rotations : CASE 1
• Rotation about an Axis that is Parallel to One of the Coordinate
Axes
– Translate the object so that the rotation axis coincides with the
parallel coordinate axis
– Perform the specified rotation about that axis
– Translate the object so that the rotation axis is moved back to
its original position
– Any coordinate position P on the object in this fig. is transformed
with the sequence shown as below
P’ = T-1·Rx(θ)·T·P
 Rotation about an Arbitrary Axis
Basic Idea
1. Translate (x1, y1, z1) to the
origin
2. Rotate (x’2, y’2, z’2) on to the
z axis
3. Rotate the object around the
z-axis
4. Rotate the axis to the original
orientation
5. Translate the rotation axis to
the original position
(x2,y2,z2)
(x1,y1,z1)
x
z
y
R-1
T-1
R
T
           TRRRRRTR  xyzyx
111 

 Step 1. Translation
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1000
100
010
001
1
1
1
z
y
x
T
(x2,y2,z2)
(x1,y1,z1)
x
z
y
 Step 2. Establish [ TR ]
x x axis
 
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1000
0//0
0//0
0001
1000
0cossin0
0sincos0
0001
dcdb
dbdc
x


R
(a,b,c)
(0,b,c)
Projected
Point  
Rotated
Point
d
c
cb
c
d
b
cb
b






22
22
cos
sin
x
y
z
cgvr.korea.ac.kr
 Step 3. Rotate about y axis by 
(a,b,c)
(a,0,d)

l
d
22
222222
cos,sin
cbd
dacbal
l
d
l
a


 
 
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
1000
0/0/
0010
0/0/
1000
0cos0sin
0010
0sin0cos
ldla
lald
y


Rx
y
Projected
Point
z
Rotated
Point
 Step 4. Rotate about z axis by the desired
angle 

l
 
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
1000
0100
00cossin
00sincos


zR
y
x
z
 Step 5. Apply the reverse transformation to
place the axis back in its initial position
x
y
l
l
z
   
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

1000
0cos0sin
0010
0sin0cos
1000
0cossin0
0sincos0
0001
1000
100
010
001
1
1
1
111





z
y
x
yx RRT
           TRRRRRTR  xyzyx
111 

Find the new coordinates of a unit cube 90º-rotated
about an axis defined by its endpoints A(2,1,0) and
B(3,3,1).
A Unit Cube
 Step1. Translate point A to the origin
A’(0,0,0)
x
z
y
B’(1,2,1)
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1000
0100
1010
2001
T
x
z
y
l
 
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
1000
0
5
5
5
52
0
0
5
52
5
5
0
0001
xR
6121
5
5
5
1
cos
5
52
5
2
12
2
sin
222
22





l
B’(1,2,1)

Projected point
(0,2,1)
B”(1,0,5)
 Step 2. Rotate axis A’B’ about the x axis by
and angle , until it lies on the xz plane.
x
z
y
l
 
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

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


1000
0
6
30
0
6
6
0010
0
6
6
0
6
30
yR
6
30
6
5
cos
6
6
6
1
sin





B”(1,0,  5)
(0,0,6)
 Step 3. Rotate axis A’B’’ about the y axis by
and angle , until it coincides with the z axis.
 Step 4. Rotate the cube 90° about the z axis
◦ Finally, the concatenated rotation matrix about the
arbitrary axis AB becomes,
           TRRRRRTR  xyzyx  
90111
 
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
1000
0100
0001
0010
90zR
 
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
1000
560.0167.0741.0650.0
151.1075.0667.0742.0
742.1983.0075.0166.0
1000
0100
1010
2001
1000
0
5
5
5
52
0
0
5
52
5
5
0
0001
1000
0
6
30
0
6
6
0010
0
6
6
0
6
30
1000
0100
0001
0010
1000
0
6
30
0
6
6
0010
0
6
6
0
6
30
1000
0
5
5
5
52
0
0
5
52
5
5
0
0001
1000
0100
1010
2001
R
     PRP  
 















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

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








11111111
076.0091.0560.0726.0817.0650.0301.1467.1
483.0409.0151.1225.1184.0258.0484.0558.0
891.2909.1742.1725.2816.2834.1667.1650.2
11111111
10011001
00001111
11001100
1000
560.0167.0741.0650.0
151.1075.0667.0742.0
742.1983.0075.0166.0
P
 Multiplying R(θ) by the point matrix of the original
cube
 A 3-D Reflection can be performed relative to
a selected reflection axis or w.r.t selected
reflection plane. The 3-D reflection matrixes
are set up similarly to those for 2-D.
 In 2-D , Reflection w.r.t axis is equivalent to
180 degree rotations about the axis in 3- D
space
 whereas ,in 3-D Reflection w.r.t a plane are
equivalent to 180 degree rotations in 4-D
space.
3D Transformation 24
Other Transformations : REFLECTION
 Reflection Relative to the XY Plane
x
z
y
x
z
y






































11000
0100
0010
0001
1
'
'
'
z
y
x
z
y
x
 Reflection Relative to the XZ Plane






































11000
0100
0010
0001
1
'
'
'
z
y
x
z
y
x
x
z
y
x
z
y





































11000
0100
0010
0001
1
'
'
'
z
y
x
z
y
x
 Reflection Relative to the YZ Plane
x
z
y
z
y
x
Other Transformations : SHEARING
• Shearing transformation are used to modify the shape of
the object and they are useful in 3-D viewing for obtaining
General Projection transformations.
• Z-axis 3-D Shear transformation
• The effect of this transformation matrix is to alter the x and y
co-ordinate values by an amount that is proportional to the z-value,
while leaving z co-ordinate unchanged. Boundaries of the plane
that are perpendicular to z-axis are thus shifted proportional to
z-value.




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
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




























11000
0100
010
001
1
'
'
'
z
y
x
b
a
z
y
x
X-axis 3-D Shear transformation
Y-axis 3-D Shear transformation



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010
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001
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z
y
x
b
a
z
y
x
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y
x
b
a
z
y
x
3D Transformation Slide 28
Viewing in 3D
• Man-made objects often have “cube-like” shape.
These objects have 3 principle axis.
3D Transformation Slide 29
3D Transformation Slide 30
• How do we map 3D objects to 2D space?
Display device (a
screen) is 2D…
• 2D window to world.. and a viewport on the 2D
surface.
• Clip what won't be shown in the 2D window, and
map the remainder to the viewport.
2D to 2D is
straight
forward…
• Solution : Transform 3D objects on
to a 2D plane using projections
3D to 2D is more
complicated…
• In 3D…
– View volume in the world
– Projection onto the 2D projection plane
– A viewport to the view surface
• Process…
– 1… clip against the view volume,
– 2… project to 2D plane, or window,
– 3… map to viewport.
3D Transformation Slide 31
• Conceptual Model of the 3D viewing process
3D Transformation 32
PROJECTIONS
PARALLEL
(parallel projectors)
PERSPECTIVE
(converging projectors)
One point
(one principal
vanishing point)
Two point
(Two principal
vanishing point)
Three point
(Three principal
vanishing point)
Orthographic
(projectors perpendicular
to view plane)
Oblique
(projectors not perpendicular to
view plane)
General
Cavalier
Cabinet
Multiview
(view plane parallel
to principal planes)
Axonometric
(view plane not parallel to
principal planes)
Isometric Dimetric Trimetric
333D Transformation
• 2 types of projections
– PERSPECTIVE and PARALLEL.
• Key factor is the center of projection.
– if distance to center of projection is finite : PERSPECTIVE
– if distance to center of projection is infinite : PARALLEL
3D Transformation Slide 34
In perspective projection, object position are
transformed to the view plane along lines that
converge to a point called projection reference
point (center of projection)
In parallel projection, coordinate positions are
transformed to the view plane along parallel lines.
353D Transformation
• Perspective projection
+ Size varies inversely with distance - looks realistic
– Distance and angles are not (in general) preserved
– Parallel lines do not (in general) remain parallel
• Parallel projection
+ Good for exact measurements
+ Parallel lines remain parallel
– Angles are not (in general) preserved
– Less realistic looking
Road in perspective
Perspective Projections
 CHARACTERISTICS:
• Center of Projection (CP) is a finite distance from object
• Projectors are rays (i.e., non-parallel)
• Vanishing points
• Objects appear smaller as distance from CP (eye of observer)
increases
• Difficult to determine exact size and shape of object
• Most realistic, difficult to execute
383D Transformation
• When a 3D object is projected onto view plane using
perspective transformation equations, any set of parallel lines
in the object that are not parallel to the projection plane,
converge at a vanishing point.
– There are an infinite number of vanishing points,
depending on how many set of parallel lines there are in
the scene.
• If a set of lines are parallel to one of the three principle axes,
the vanishing point is called an principle vanishing point.
– There are at most 3 such points, corresponding to the
number of axes cut by the projection plane.
393D Transformation
• Certain set of parallel lines appear to meet at a different point
– The Vanishing point for this direction
• Principle vanishing points are formed by the apparent
intersection of lines parallel to one of the three principal x, y, z
axes.
• The number of principal vanishing points is determined by the
number of principal axes intersected by the view plane.
• Sets of parallel lines on the same plane lead to collinear
vanishing points.
– The line is called the horizon for that plane
Vanishing points
403D Transformation
Classes of Perspective Projection
• One-Point Perspective
• Two-Point Perspective
• Three-Point Perspective
413D Transformation
One-Point Perspective
423D Transformation
Two-point perspective projection:
433D Transformation
Three-point perspective projection
• Three-point perspective projection is used less frequently
as it adds little extra realism to that offered by two-point
perspective projection
443D Transformation
Affine Transformations
• Affine transformations are combinations of …
– Linear transformations, and
– Translations
• Properties of affine transformations:
– Origin does not necessarily map to origin
– Lines map to lines
– Parallel lines remain parallel
– Ratios are preserved
– Closed under composition
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y
x
fed
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w
y
x
100
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'
Perspective Transformations
• Projective transformations …
– Affine transformations, and
– Projective warps
• Properties of projective transformations:
– Origin does not necessarily map to origin
– Lines map to lines
– Parallel lines do not necessarily remain parallel
– Ratios are not preserved
– Closed under composition

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y
x
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3D Transformation 47
3D Transformation 48
3D Transformation 49
3D Transformation 50
3D Transformation 51
 Center of projection is at infinity
◦ Direction of projection (DOP) same for all points
DOP
View
Plane
• We can define a parallel projection with a projection vector that
defines the direction for the projection lines.
2 types:
• Orthographic : when the projection is perpendicular to the view
plane. In short,
– direction of projection = normal to the projection plane.
– the projection is perpendicular to the view plane.
• Oblique : when the projection is not perpendicular to the view
plane. In short,
– direction of projection  normal to the projection plane.
– Not perpendicular.
Parallel Projections
533D Transformation
when the projection is
perpendicular to the view
plane
when the projection is not
perpendicular to the view
plane
• Orthographic projection Oblique projection
543D Transformation
– Front, side and rear orthographic projection of an object are
called elevations and the top orthographic projection is called
plan view.
– all have projection plane perpendicular to a principle axes.
– Here length and angles are accurately depicted and measured
from the drawing, so engineering and architectural drawings
commonly employee this.
• However, As only one face of an object is shown, it can be hard to
create a mental image of the object, even when several views are
available.
Orthographic (or orthogonal) projections:
553D Transformation
Orthogonal projections:
563D Transformation
Axonometric orthographic projections
 The most common axonometric
projection is an isometric
projection where the projection
plane intersects each coordinate
axis in the model coordinate
system at an equal distance.
573D Transformation
OBLIQUE PARALLEL PROJECTIONS :
583D Transformation
Cavalier projection:
• All lines perpendicular to the projection plane are
projected with no change in length.
OBLIQUE PARALLEL PROJECTIONS :
Cavalier and Cabinet
593D Transformation
Oblique Projections : CAVALIER PROJECTION
• DOP not perpendicular to view plane
Cavalier
(DOP  = 45
o
)
tan() = 1
Cabinet projection:
– Lines which are perpendicular to the projection plane
(viewing surface) are projected at 1 / 2 the length .
– This results in foreshortening of the z axis, and
provides a more “realistic” view.
613D Transformation
Oblique Projections : CABINET PROJECTION
Oblique Projections : CABINET PROJECTION
H&B
• DOP not perpendicular to view plane
Cabinet
(DOP  = 63.4
o
)
tan() = 2
633D Transformation
Remaining Topics - (REFER CLASS NOTES)
Transformation Matrix for Oblique Projection
of a 3-D point.
General Projection Transformations
 General Parallel Projection Transformation
 General Perspective Projection Transformation
 View Volumes for Projections

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Structural Analysis and Design of Foundations: A Comprehensive Handbook for S...Structural Analysis and Design of Foundations: A Comprehensive Handbook for S...
Structural Analysis and Design of Foundations: A Comprehensive Handbook for S...
 

Three dimensional transformations

  • 1.
  • 2.  3D transformation methods are extended from 2D methods by including considerations for the z coordinate  A 3D homogenous coordinate is represented as a four-element column vector ◦ Each geometric transformation operator is a 4 by 4 matrix
  • 3.  Translation of a Point zyx tzztyytxx  ',','                                      11000 100 010 001 1 ' ' ' z y x t t t z y x z y x P’=P·T (x,y,z) T=(tx,ty,tz) (x’,y’,z’) x z y
  • 4.  Uniform Scaling (Scaling relative to the coordinate origin) zyx szzsyysxx  ',','                                      11000 000 000 000 1 ' ' ' z y x s s s z y x z y x x z y P’ = S·P
  • 5.  Scaling with a Selected fixed point (xf, yf , zf)                                                                  11000 100 010 001 1000 000 000 000 1000 100 010 001 1 ' ' ' ),,(),,(),,( z y x z y x s s s z y x z y x zyxTsssSzyxT f f f z y x f f f fffzyxfff x x x xzzzz y y y y Original position Translate Scaling Inverse Translate
  • 6.  Positive rotation angles produce counterclockwise rotations about a coordinate axis, assuming that we are looking in the negative direction along that coordinate axis  Coordinate-Axis Rotations ◦ Z-axis rotation ◦ X-axis rotation ◦ Y-axis rotation  General 3D Rotations ◦ Rotation about an axis that is parallel to one of the coordinate axes ◦ Rotation about an arbitrary axis
  • 7.  Z-Axis Rotation  X-Axis Rotation  Y-Axis Rotation                                       11000 0100 00cossin 00sincos 1 ' ' ' z y x z y x                                         11000 0cossin0 0sincos0 0001 1 ' ' ' z y x z y x                                         11000 0cos0sin 0010 0sin0cos 1 ' ' ' z y x z y x  
  • 8.  z-axis rotation ◦ x’=x cos θ - y sin θ ◦ y’=x sin θ + y cos θ ◦ z’=z or, P’ = Rz(θ)·P                                         11000 0100 00cossin 00sincos 1 ' ' ' z y x z y x
  • 9.  z-axis rotation ◦ x’=x cos θ - y sin θ ◦ y’=x sin θ + y cos θ ◦ z’=z  Other axis rotations ◦ x→ y→ z→ x  x-axis rotation ◦ y’=y cos θ - z sin θ ◦ z’=y sin θ + z cos θ ◦ x’=x  y-axis rotation ◦ z’=z cos θ - x sin θ ◦ x’=z sin θ + x cos θ ◦ y’=y or, P’ = Rx(θ)·P or, P’ = Ry(θ)·P
  • 10. General 3D Rotations : CASE 1 • Rotation about an Axis that is Parallel to One of the Coordinate Axes – Translate the object so that the rotation axis coincides with the parallel coordinate axis – Perform the specified rotation about that axis – Translate the object so that the rotation axis is moved back to its original position – Any coordinate position P on the object in this fig. is transformed with the sequence shown as below P’ = T-1·Rx(θ)·T·P
  • 11.  Rotation about an Arbitrary Axis Basic Idea 1. Translate (x1, y1, z1) to the origin 2. Rotate (x’2, y’2, z’2) on to the z axis 3. Rotate the object around the z-axis 4. Rotate the axis to the original orientation 5. Translate the rotation axis to the original position (x2,y2,z2) (x1,y1,z1) x z y R-1 T-1 R T            TRRRRRTR  xyzyx 111  
  • 12.  Step 1. Translation                 1000 100 010 001 1 1 1 z y x T (x2,y2,z2) (x1,y1,z1) x z y
  • 13.  Step 2. Establish [ TR ] x x axis                               1000 0//0 0//0 0001 1000 0cossin0 0sincos0 0001 dcdb dbdc x   R (a,b,c) (0,b,c) Projected Point   Rotated Point d c cb c d b cb b       22 22 cos sin x y z
  • 14. cgvr.korea.ac.kr  Step 3. Rotate about y axis by  (a,b,c) (a,0,d)  l d 22 222222 cos,sin cbd dacbal l d l a                                   1000 0/0/ 0010 0/0/ 1000 0cos0sin 0010 0sin0cos ldla lald y   Rx y Projected Point z Rotated Point
  • 15.  Step 4. Rotate about z axis by the desired angle   l                 1000 0100 00cossin 00sincos   zR y x z
  • 16.  Step 5. Apply the reverse transformation to place the axis back in its initial position x y l l z                                               1000 0cos0sin 0010 0sin0cos 1000 0cossin0 0sincos0 0001 1000 100 010 001 1 1 1 111      z y x yx RRT            TRRRRRTR  xyzyx 111  
  • 17. Find the new coordinates of a unit cube 90º-rotated about an axis defined by its endpoints A(2,1,0) and B(3,3,1). A Unit Cube
  • 18.  Step1. Translate point A to the origin A’(0,0,0) x z y B’(1,2,1)                1000 0100 1010 2001 T
  • 21.  Step 4. Rotate the cube 90° about the z axis ◦ Finally, the concatenated rotation matrix about the arbitrary axis AB becomes,            TRRRRRTR  xyzyx   90111                 1000 0100 0001 0010 90zR
  • 23.      PRP                                                11111111 076.0091.0560.0726.0817.0650.0301.1467.1 483.0409.0151.1225.1184.0258.0484.0558.0 891.2909.1742.1725.2816.2834.1667.1650.2 11111111 10011001 00001111 11001100 1000 560.0167.0741.0650.0 151.1075.0667.0742.0 742.1983.0075.0166.0 P  Multiplying R(θ) by the point matrix of the original cube
  • 24.  A 3-D Reflection can be performed relative to a selected reflection axis or w.r.t selected reflection plane. The 3-D reflection matrixes are set up similarly to those for 2-D.  In 2-D , Reflection w.r.t axis is equivalent to 180 degree rotations about the axis in 3- D space  whereas ,in 3-D Reflection w.r.t a plane are equivalent to 180 degree rotations in 4-D space. 3D Transformation 24
  • 25. Other Transformations : REFLECTION  Reflection Relative to the XY Plane x z y x z y                                       11000 0100 0010 0001 1 ' ' ' z y x z y x  Reflection Relative to the XZ Plane                                       11000 0100 0010 0001 1 ' ' ' z y x z y x x z y x z y                                      11000 0100 0010 0001 1 ' ' ' z y x z y x  Reflection Relative to the YZ Plane x z y z y x
  • 26. Other Transformations : SHEARING • Shearing transformation are used to modify the shape of the object and they are useful in 3-D viewing for obtaining General Projection transformations. • Z-axis 3-D Shear transformation • The effect of this transformation matrix is to alter the x and y co-ordinate values by an amount that is proportional to the z-value, while leaving z co-ordinate unchanged. Boundaries of the plane that are perpendicular to z-axis are thus shifted proportional to z-value.                                      11000 0100 010 001 1 ' ' ' z y x b a z y x
  • 27. X-axis 3-D Shear transformation Y-axis 3-D Shear transformation                                      11000 010 0010 001 1 ' ' ' z y x b a z y x                                      11000 010 001 0001 1 ' ' ' z y x b a z y x
  • 28. 3D Transformation Slide 28 Viewing in 3D
  • 29. • Man-made objects often have “cube-like” shape. These objects have 3 principle axis. 3D Transformation Slide 29
  • 30. 3D Transformation Slide 30 • How do we map 3D objects to 2D space? Display device (a screen) is 2D… • 2D window to world.. and a viewport on the 2D surface. • Clip what won't be shown in the 2D window, and map the remainder to the viewport. 2D to 2D is straight forward… • Solution : Transform 3D objects on to a 2D plane using projections 3D to 2D is more complicated…
  • 31. • In 3D… – View volume in the world – Projection onto the 2D projection plane – A viewport to the view surface • Process… – 1… clip against the view volume, – 2… project to 2D plane, or window, – 3… map to viewport. 3D Transformation Slide 31
  • 32. • Conceptual Model of the 3D viewing process 3D Transformation 32
  • 33. PROJECTIONS PARALLEL (parallel projectors) PERSPECTIVE (converging projectors) One point (one principal vanishing point) Two point (Two principal vanishing point) Three point (Three principal vanishing point) Orthographic (projectors perpendicular to view plane) Oblique (projectors not perpendicular to view plane) General Cavalier Cabinet Multiview (view plane parallel to principal planes) Axonometric (view plane not parallel to principal planes) Isometric Dimetric Trimetric 333D Transformation
  • 34. • 2 types of projections – PERSPECTIVE and PARALLEL. • Key factor is the center of projection. – if distance to center of projection is finite : PERSPECTIVE – if distance to center of projection is infinite : PARALLEL 3D Transformation Slide 34
  • 35. In perspective projection, object position are transformed to the view plane along lines that converge to a point called projection reference point (center of projection) In parallel projection, coordinate positions are transformed to the view plane along parallel lines. 353D Transformation
  • 36. • Perspective projection + Size varies inversely with distance - looks realistic – Distance and angles are not (in general) preserved – Parallel lines do not (in general) remain parallel • Parallel projection + Good for exact measurements + Parallel lines remain parallel – Angles are not (in general) preserved – Less realistic looking
  • 38. Perspective Projections  CHARACTERISTICS: • Center of Projection (CP) is a finite distance from object • Projectors are rays (i.e., non-parallel) • Vanishing points • Objects appear smaller as distance from CP (eye of observer) increases • Difficult to determine exact size and shape of object • Most realistic, difficult to execute 383D Transformation
  • 39. • When a 3D object is projected onto view plane using perspective transformation equations, any set of parallel lines in the object that are not parallel to the projection plane, converge at a vanishing point. – There are an infinite number of vanishing points, depending on how many set of parallel lines there are in the scene. • If a set of lines are parallel to one of the three principle axes, the vanishing point is called an principle vanishing point. – There are at most 3 such points, corresponding to the number of axes cut by the projection plane. 393D Transformation
  • 40. • Certain set of parallel lines appear to meet at a different point – The Vanishing point for this direction • Principle vanishing points are formed by the apparent intersection of lines parallel to one of the three principal x, y, z axes. • The number of principal vanishing points is determined by the number of principal axes intersected by the view plane. • Sets of parallel lines on the same plane lead to collinear vanishing points. – The line is called the horizon for that plane Vanishing points 403D Transformation
  • 41. Classes of Perspective Projection • One-Point Perspective • Two-Point Perspective • Three-Point Perspective 413D Transformation
  • 44. Three-point perspective projection • Three-point perspective projection is used less frequently as it adds little extra realism to that offered by two-point perspective projection 443D Transformation
  • 45. Affine Transformations • Affine transformations are combinations of … – Linear transformations, and – Translations • Properties of affine transformations: – Origin does not necessarily map to origin – Lines map to lines – Parallel lines remain parallel – Ratios are preserved – Closed under composition                                w y x fed cba w y x 100 ' '
  • 46. Perspective Transformations • Projective transformations … – Affine transformations, and – Projective warps • Properties of projective transformations: – Origin does not necessarily map to origin – Lines map to lines – Parallel lines do not necessarily remain parallel – Ratios are not preserved – Closed under composition                          w y x ihg fed cba w y x ' ' '
  • 52.  Center of projection is at infinity ◦ Direction of projection (DOP) same for all points DOP View Plane
  • 53. • We can define a parallel projection with a projection vector that defines the direction for the projection lines. 2 types: • Orthographic : when the projection is perpendicular to the view plane. In short, – direction of projection = normal to the projection plane. – the projection is perpendicular to the view plane. • Oblique : when the projection is not perpendicular to the view plane. In short, – direction of projection  normal to the projection plane. – Not perpendicular. Parallel Projections 533D Transformation
  • 54. when the projection is perpendicular to the view plane when the projection is not perpendicular to the view plane • Orthographic projection Oblique projection 543D Transformation
  • 55. – Front, side and rear orthographic projection of an object are called elevations and the top orthographic projection is called plan view. – all have projection plane perpendicular to a principle axes. – Here length and angles are accurately depicted and measured from the drawing, so engineering and architectural drawings commonly employee this. • However, As only one face of an object is shown, it can be hard to create a mental image of the object, even when several views are available. Orthographic (or orthogonal) projections: 553D Transformation
  • 57. Axonometric orthographic projections  The most common axonometric projection is an isometric projection where the projection plane intersects each coordinate axis in the model coordinate system at an equal distance. 573D Transformation
  • 58. OBLIQUE PARALLEL PROJECTIONS : 583D Transformation
  • 59. Cavalier projection: • All lines perpendicular to the projection plane are projected with no change in length. OBLIQUE PARALLEL PROJECTIONS : Cavalier and Cabinet 593D Transformation
  • 60. Oblique Projections : CAVALIER PROJECTION • DOP not perpendicular to view plane Cavalier (DOP  = 45 o ) tan() = 1
  • 61. Cabinet projection: – Lines which are perpendicular to the projection plane (viewing surface) are projected at 1 / 2 the length . – This results in foreshortening of the z axis, and provides a more “realistic” view. 613D Transformation Oblique Projections : CABINET PROJECTION
  • 62. Oblique Projections : CABINET PROJECTION H&B • DOP not perpendicular to view plane Cabinet (DOP  = 63.4 o ) tan() = 2
  • 63. 633D Transformation Remaining Topics - (REFER CLASS NOTES) Transformation Matrix for Oblique Projection of a 3-D point. General Projection Transformations  General Parallel Projection Transformation  General Perspective Projection Transformation  View Volumes for Projections