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Welcome To The
Presentation
World University Of Bangladesh
3D Transformation
INTRODUCTION
Here we introduce to about 3D Transformation
TRANSLATION
ROTATION
SCALINGREFLECTIONS
SHEARING
OBJECTIVE
To understand basic
conventions for
object
transformations in 3D
To understand
basic
transformations
in 3D including
Translation,
Rotation, Scaling
To understand
other
transformations
like Reflection,
Shear
Transformations are a fundamental part
of the computer graphics. Transformations
are the movement of the object in
Cartesian plane .
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
Why we use transformation
Three Dimensional Transformations
When the transformation takes place on a 3D
plane , it is called 3D transformation.
Methods for object modeling transformation in
three dimensions are extended from two
dimensional methods by including consideration
for the z coordinate.
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 Transformation
.
Simple
transformation
Complex &
Conjugate
transformation
Translation
Rotation
Scaling
Reflection
Shearing
3D
Transformation
3D Point
• We will consider points as column vectors.
Thus, a typical point with coordinates (x, y, z)
is represented as:










z
y
x
3D Point Homogenous Coordinate
• We don't lose anything
• The main advantage: it is easier to
compose translation and rotation
• Everything is matrix multiplication 











1
z
y
x
3D Coordinate Systems
Right Hand
coordinate system:
Left Hand coordinate
system:
3D Transformation
In homogeneous coordinates, 3D
transformations are represented by 4×4
matrixes:












1000
z
y
x
tihg
tfed
tcba
TRANSLATION
3D translation
• An object is translated in 3D dimensional by
transforming each of the defining points of the
objects.
• 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









































11000
100
010
001
1
z
y
x
t
t
t
z
y
x
z
y
x
3D translation
• The matrix representation is equivalent to the three equation.
x’=x+ tx , y’=y+ ty , z’=z+ tz
Where parameter tx , ty , tz are specifying translation distance for the
coordinate direction x , y , z are assigned any real value.
• Translate an object
by translating each
vertex in the object.
ROTATION
3D Rotation
In general, rotations are specified by
a rotation axis and an angle. In two-
dimensions there is only one choice
of a rotation axis that leaves points
in the plane.
3D Rotation
 The easiest rotation axes are those that parallel to the
coordinate axis.
 Positive rotation angles produce counterclockwise
rotations about a coordinate axix, if we are looking
along the positive half of the axis toward the
coordinate origin.
fig: 3D rotation
Coordinate Axis Rotations
Obtain rotations around other axes through cyclic
permutation of coordinate parameters:
xzyx 
Fig:Coordinate Axis Rotations
Coordinate Axis Rotations
Z-axis rotation: For z axis same as 2D rotation:
x’=x*cos θ-y*sin θ
Y’=x*sin θ +y*cos θ
Z’=z 























 













11000
0100
00cossin
00sincos
1
'
'
'
z
y
x
z
y
x


PRP  )(z
Fig : Z-axis rotation
Coordinate Axis Rotations







































11000
0cossin0
0sincos0
0001
1
'
'
'
z
y
x
z
y
x


X-axis rotation:
Y’=y*cos θ -z*sin θ
Z’=z*sin θ +x*cos θ
X’=x
PRP  )(x
Fig : X-axis rotation
Coordinate Axis Rotations








































11000
0cos0sin
0010
0sin0cos
1
'
'
'
z
y
x
z
y
x
PRP  )(y
Y-axis rotation:
Z’=z*cos θ -x*sin θ
X’=z*sin θ +x*cos θ
Y’=y
Fig : Y-axis rotation
SCALING
3D Scaling
You can change the size of an object using
scaling transformation . 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.
3D Scaling
About origin: 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.
Fig: Scaling









































11000
000
000
000
1
z
y
x
s
s
s
z
y
x
z
y
x
PSP 
3D Scaling
About any fixed point:
Scaling with respect to an arbitrary fixed point is not as
simple as scaling with respect to the origin .
The procedure of scaling with respect to an arbitrary fixed
point is:
 Translate the object so that the fixed point coincides
with the origin.
 Scale the object with respect to the origin.
 Use the inverse translation of step 1 to return the
objects to its original position.
3D Scaling
About any fixed point:
fig : fixed point scaling
















1000
)1(00
)1(00
)1(00
),,(),,(),,(
fzz
fyy
fxx
fffzyxfff
zss
yss
xss
zyxssszyx TST
The corresponding composite
transformation matrix is:
3d scaling
• The equations for scaling :
x’ = x . sx
Ssx,sy,sz y’ = y . sy
z’ = z . sz
fig name: After scaling
REFLECTIONS
3D Reflections
About an axis:equivalent to
180˚rotation about that axis.
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 . Fig: reflection
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
Fig: X axis reflection
Fig:Y axis reflection
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
• 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
Fig: Z axis reflection
SHEARING
3D Shearing
A transformation that distorts the
shape of an object such that the transformed
shape appears as if the object were composed
of internal layers that had been caused to slide
over each other is called a shearing.
3D Shearing
• In two dimensions, transformations relative to
the x or y axes to produce distortions in the
shapes of objects. In three dimensions, we can
also generate shears relative to the z axis.
fig: before shearing fig: after shearing
3D Shearing
 Modify object shapes
 Useful for perspective projections:
 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
SHEARING ABOUT XY AXIS
• Parameters a and b can be assigned
any real values. The effect of this
transformation matrix is to alter x-
and y-coordinate values by an
amount that is proportional to the z
value, while leaving the z coordinate
unchanged.
• Boundaries of planes that are
perpendicular to the z axis are thus
shifted by an amount proportional to
z. An example of the effect of this
shearing matrix on a unit cube is
shown in Fig., for shearing values
a=b=1. Shearing matrices for the x
axis and y axis are defined similarly.
In space, we divide shear transformation according to the
direction of the surfaces xy,xz and yz. Values of Sx,Sy and Sz
determine shear transformation sizes for all the directions.
A shear transformation about the xy plane :
| 1 0 0 0 |
Axy = | 0 1 0 0 |
| Sx Sy 0 0|
| 0 0 0 1 |
A shear matrix about the xz plane :
| 1 0 0 0 |
Axz = | Sx 1 Sz 0|
| 0 1 1 0 |
| 0 0 0 1 |
A shear matrix about the yz plane :
| 1 Sy Sz 0 |
| 0 1 0 0 |
Ayz = | 0 0 1 0 |
| 0 0 0 1 |
Thank you so much for being
with us up to now

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3D Transformation in Computer Graphics

  • 1. Welcome To The Presentation World University Of Bangladesh 3D Transformation
  • 2. INTRODUCTION Here we introduce to about 3D Transformation TRANSLATION ROTATION SCALINGREFLECTIONS SHEARING
  • 3. OBJECTIVE To understand basic conventions for object transformations in 3D To understand basic transformations in 3D including Translation, Rotation, Scaling To understand other transformations like Reflection, Shear
  • 4. Transformations are a fundamental part of the computer graphics. Transformations are the movement of the object in Cartesian plane . Transformation
  • 5. • 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 Why we use transformation
  • 6. Three Dimensional Transformations When the transformation takes place on a 3D plane , it is called 3D transformation. Methods for object modeling transformation in three dimensions are extended from two dimensional methods by including consideration for the z coordinate.
  • 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
  • 9. 3D Point • We will consider points as column vectors. Thus, a typical point with coordinates (x, y, z) is represented as:           z y x
  • 10. 3D Point Homogenous Coordinate • We don't lose anything • The main advantage: it is easier to compose translation and rotation • Everything is matrix multiplication             1 z y x
  • 11. 3D Coordinate Systems Right Hand coordinate system: Left Hand coordinate system:
  • 12. 3D Transformation In homogeneous coordinates, 3D transformations are represented by 4×4 matrixes:             1000 z y x tihg tfed tcba
  • 14. 3D translation • An object is translated in 3D dimensional by transforming each of the defining points of the objects. • 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                                          11000 100 010 001 1 z y x t t t z y x z y x
  • 15. 3D translation • The matrix representation is equivalent to the three equation. x’=x+ tx , y’=y+ ty , z’=z+ tz Where parameter tx , ty , tz are specifying translation distance for the coordinate direction x , y , z are assigned any real value. • Translate an object by translating each vertex in the object.
  • 17. 3D Rotation In general, rotations are specified by a rotation axis and an angle. In two- dimensions there is only one choice of a rotation axis that leaves points in the plane.
  • 18. 3D Rotation  The easiest rotation axes are those that parallel to the coordinate axis.  Positive rotation angles produce counterclockwise rotations about a coordinate axix, if we are looking along the positive half of the axis toward the coordinate origin. fig: 3D rotation
  • 19. Coordinate Axis Rotations Obtain rotations around other axes through cyclic permutation of coordinate parameters: xzyx  Fig:Coordinate Axis Rotations
  • 20. Coordinate Axis Rotations Z-axis rotation: For z axis same as 2D rotation: x’=x*cos θ-y*sin θ Y’=x*sin θ +y*cos θ Z’=z                                        11000 0100 00cossin 00sincos 1 ' ' ' z y x z y x   PRP  )(z Fig : Z-axis rotation
  • 24. 3D Scaling You can change the size of an object using scaling transformation . 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.
  • 25. 3D Scaling About origin: 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. Fig: Scaling                                          11000 000 000 000 1 z y x s s s z y x z y x PSP 
  • 26. 3D Scaling About any fixed point: Scaling with respect to an arbitrary fixed point is not as simple as scaling with respect to the origin . The procedure of scaling with respect to an arbitrary fixed point is:  Translate the object so that the fixed point coincides with the origin.  Scale the object with respect to the origin.  Use the inverse translation of step 1 to return the objects to its original position.
  • 27. 3D Scaling About any fixed point: fig : fixed point scaling                 1000 )1(00 )1(00 )1(00 ),,(),,(),,( fzz fyy fxx fffzyxfff zss yss xss zyxssszyx TST The corresponding composite transformation matrix is:
  • 28. 3d scaling • The equations for scaling : x’ = x . sx Ssx,sy,sz y’ = y . sy z’ = z . sz fig name: After scaling
  • 30. 3D Reflections About an axis:equivalent to 180˚rotation about that axis.
  • 31. 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 . Fig: reflection
  • 32. 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 Fig: X axis reflection Fig:Y axis reflection
  • 33. 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 • 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 Fig: Z axis reflection
  • 35. 3D Shearing A transformation that distorts the shape of an object such that the transformed shape appears as if the object were composed of internal layers that had been caused to slide over each other is called a shearing.
  • 36. 3D Shearing • In two dimensions, transformations relative to the x or y axes to produce distortions in the shapes of objects. In three dimensions, we can also generate shears relative to the z axis. fig: before shearing fig: after shearing
  • 37. 3D Shearing  Modify object shapes  Useful for perspective projections:  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
  • 38. SHEARING ABOUT XY AXIS • Parameters a and b can be assigned any real values. The effect of this transformation matrix is to alter x- and y-coordinate values by an amount that is proportional to the z value, while leaving the z coordinate unchanged. • Boundaries of planes that are perpendicular to the z axis are thus shifted by an amount proportional to z. An example of the effect of this shearing matrix on a unit cube is shown in Fig., for shearing values a=b=1. Shearing matrices for the x axis and y axis are defined similarly.
  • 39. In space, we divide shear transformation according to the direction of the surfaces xy,xz and yz. Values of Sx,Sy and Sz determine shear transformation sizes for all the directions. A shear transformation about the xy plane : | 1 0 0 0 | Axy = | 0 1 0 0 | | Sx Sy 0 0| | 0 0 0 1 | A shear matrix about the xz plane : | 1 0 0 0 | Axz = | Sx 1 Sz 0| | 0 1 1 0 | | 0 0 0 1 | A shear matrix about the yz plane : | 1 Sy Sz 0 | | 0 1 0 0 | Ayz = | 0 0 1 0 | | 0 0 0 1 |
  • 40.
  • 41. Thank you so much for being with us up to now