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OBJECTIVE
To understand basic
conventions for
Object
transformations in
3D
To understand
basic
transformations
in 3D including
Translation,
To understand
other
transformations
like Reflection,
Shear
TRANSFORMATION
 Transformations are a fundamental part of the computer
graphics. Transformations are the movement of the object in
Cartesian plane .
TYPES OF
TRANSFORMATION
1) Translation
2) Rotation
3) Scaling
4) Shearing
5) Mirror reflection
WHYWE 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
Three Dimensional Modeling
Transformations
• Generalize from 2D by including z
coordinate
• Straightforward for translation and scale,
rotation more difficult
• Homogeneous coordinates: 4 components
• Transformation matrices: 4× 4 elements
3D Point Homogenous Coordinate
• We don't lose anything

• The main advantage: it is easier to
compose translation and rotation
• Everything is matrix multiplication
3D TRANSLATION


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
x  1 0 0 t  xx
     
0 1 0 t yy      y

     z 0 0 1 t zz
     
1 0 0 0 1 1     
3D TRANSLATION
 The matrix representation is equivalent to the three equation.
x’=x+ t , y’=y+ t , z’=z+ tx y z
Where parameter t t t are specifying translation distance for thex , y , z
coordinate direction x , y , z are assigned any real value.
• Translate an object by translating each vertex in the
object.
3D SCALING

Changes the size of the object and repositions the object relative
to the coordinate origin.
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 scaling factor to get the
desired result.
x  s 0 0 0 xx
     
y 0 s 0 0 y
     

 y

     z 0 0 s 0 zz
     
1 0 0 0 1 1     
3D SCALING
 The equations for scaling
x’= x . sx
y’= y . sy
z’= z . sz
Ssx,sy,sz
Changes the size of the object
and repositions the object
relative to the coordinate origin.
where Sx = scale factor in the x
direction, Sy = scale factor in the y
direction, and Sz = scale factor in
the z direction
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)
COORDINATEAXIS
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 cos sin 0 y
      
      z' 0 sin cos 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' cos 0 sin 0 x     
     
y' 0 1 0 0 y
      
       z' sin 0 cos 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' cos sin 0 0 x     
     y' sin cos 0 0 y      
     z' 0
0
0 1 0 z
     
1 0 0 1 1     
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
 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
Reflection about y-axis:-
y’=y x’=-x z’=-z
3D REFLECTION
 The matrix for reflection about y-axis:-
-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
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.
To manipulate the initially created object and
to display
the modified object without having to redraw
it, we use
Transformations.
3D Transformation

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3D Transformation

  • 2.
  • 3. OBJECTIVE To understand basic conventions for Object transformations in 3D To understand basic transformations in 3D including Translation, To understand other transformations like Reflection, Shear
  • 4. TRANSFORMATION  Transformations are a fundamental part of the computer graphics. Transformations are the movement of the object in Cartesian plane .
  • 5. TYPES OF TRANSFORMATION 1) Translation 2) Rotation 3) Scaling 4) Shearing 5) Mirror reflection
  • 6. WHYWE 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
  • 7. Three Dimensional Modeling Transformations • Generalize from 2D by including z coordinate • Straightforward for translation and scale, rotation more difficult • Homogeneous coordinates: 4 components • Transformation matrices: 4× 4 elements
  • 8. 3D Point Homogenous Coordinate • We don't lose anything  • The main advantage: it is easier to compose translation and rotation • Everything is matrix multiplication
  • 9.
  • 10. 3D TRANSLATION   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 x  1 0 0 t  xx       0 1 0 t yy      y       z 0 0 1 t zz       1 0 0 0 1 1     
  • 11. 3D TRANSLATION  The matrix representation is equivalent to the three equation. x’=x+ t , y’=y+ t , z’=z+ tx y z Where parameter t t t are specifying translation distance for thex , y , z coordinate direction x , y , z are assigned any real value. • Translate an object by translating each vertex in the object.
  • 12.
  • 13. 3D SCALING  Changes the size of the object and repositions the object relative to the coordinate origin. 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 scaling factor to get the desired result. x  s 0 0 0 xx       y 0 s 0 0 y         y       z 0 0 s 0 zz       1 0 0 0 1 1     
  • 14. 3D SCALING  The equations for scaling x’= x . sx y’= y . sy z’= z . sz Ssx,sy,sz Changes the size of the object and repositions the object relative to the coordinate origin. where Sx = scale factor in the x direction, Sy = scale factor in the y direction, and Sz = scale factor in the z direction
  • 15.
  • 16. 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)
  • 17. COORDINATEAXIS ROTATION  Obtain rotations around other axes through cyclic permutation of coordinate parameters: x  y z  x
  • 18. 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 cos sin 0 y              z' 0 sin cos 0 z       1 0 0 0 1 1     
  • 19. Y-AXIS ROTATION The equation for Y-axis rotaion x’= x cosθ + z sinθ y’= y z’= z cosθ - x sinθ x' cos 0 sin 0 x            y' 0 1 0 0 y               z' sin 0 cos 0 z       1 0 0 0 1 1     
  • 20. Z-AXIS ROTATION The equation for Y-axis rotaion x’= x cosθ – y sinθ y’= x sinθ + y cosθ z’= z x' cos sin 0 0 x           y' sin cos 0 0 y            z' 0 0 0 1 0 z       1 0 0 1 1     
  • 21.
  • 22. 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
  • 23. 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 Reflection about y-axis:- y’=y x’=-x z’=-z
  • 24. 3D REFLECTION  The matrix for reflection about y-axis:- -1 0 0 0 0 1 0 0 0 0 -1 0 0 0 0 1
  • 25. 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
  • 26.
  • 27. 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.
  • 28. 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
  • 29. 3D SHEARING   Matrix for 3d shearing Where a and b can Be assigned any real Value.
  • 30. To manipulate the initially created object and to display the modified object without having to redraw it, we use Transformations.