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CG Mod2

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CG Mod2

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Module 2 ****** 2D Transformation

2DGeometric Transformations:
Basic 2D Geometric Transformations,
Matrix representations and homogeneous coordinates.
Inverse transformations,
2DComposite transformations,
Other 2D transformations,
Raster methods for geometric transformations,
OpenGL raster transformations
OpenGL geometric transformations function,

Two-Dimensional Geometric Transformations


Operations that are applied to the geometric description of an object to change its
position, orientation, or size are called geometric transformations.

Basic Two-Dimensional Geometric Transformations


The geometric-transformation functions that are available in all graphics packages are
those for translation, rotation, and scaling.

Two-Dimensional Translation
➢ We perform a translation on a single coordinate point by adding offsets to its coordinates
so as to generate a new coordinate position.
➢ We are moving the original point position along a straight-line path to its new location.
➢ To translate a two-dimensional position, we add translation distances tx and ty to the
original coordinates (x, y) to obtain the new coordinate position (x’, y’) as shown in Figure

Prof. Manjusha, Dept., of CSE, SVIT 1


Module 2 ****** 2D Transformation

➢ The translation values of x’ and y’ is calculated as

➢ The translation distance pair (tx, ty) is called a translation vector or shift vector Column
vector representation is given as

➢ This allows us to write the two-dimensional translation equations in the matrix Form

➢ Translation is a rigid-body transformation that moves objects without deformation.


Code:
class wcPt2D {
public:
GLfloat x, y;
};
void translatePolygon (wcPt2D * verts, GLint nVerts, GLfloat tx, GLfloat ty)
{
GLint k;
for (k = 0; k < nVerts; k++) {
verts [k].x = verts [k].x + tx;
verts [k].y = verts [k].y + ty;
}
glBegin (GL_POLYGON);
for (k = 0; k < nVerts; k++)
glVertex2f (verts [k].x, verts [k].y);
glEnd ( );
}

Two-Dimensional Rotation
✓ We generate a rotation transformation of an object by specifying a rotation axis and a
rotation angle.

Prof. Manjusha, Dept., of CSE, SVIT 2


Module 2 ****** 2D Transformation

✓ A two-dimensional rotation of an object is obtained by repositioning the object along a


circular path in the xy plane.
✓ In this case, we are rotating the object about a rotation axis that is perpendicular to the xy
plane (parallel to the coordinate z axis).
✓ Parameters for the two-dimensional rotation are the rotation angle θ and a position
(xr, yr ), called the rotation point (or pivot point), about which the object is to be rotated

✓ A positive value for the angle θ defines a counterclockwise rotation about the pivot point,
as in above Figure , and a negative value rotates objects in the clockwise direction.
✓ The angular and coordinate relationships of the original and transformed point positions
are shown in Figure

✓ In this figure, r is the constant distance of the point from the origin, angle φ is the original
angular position of the point from the horizontal, and θ is the rotation angle.
✓ we can express the transformed coordinates in terms of angles θ and φ as

✓ The original coordinates of the point in polar coordinates are

Prof. Manjusha, Dept., of CSE, SVIT 3


Module 2 ****** 2D Transformation

✓ Substituting expressions of x and y in the eaquations of x’ and y’ we get

✓ We can write the rotation equations in the matrix form


P’ = R· P
Where the rotation matrix is,

✓ Rotation of a point about an arbitrary pivot position is illustrated in Figure

✓ The transformation equations for rotation of a point about any specified rotation position
(xr , yr ):

Code:
class wcPt2D {
public:
GLfloat x, y;
};
void rotatePolygon (wcPt2D * verts, GLint nVerts, wcPt2D pivPt, GLdouble theta)
{
wcPt2D * vertsRot;
GLint k;
for (k = 0; k < nVerts; k++) {

Prof. Manjusha, Dept., of CSE, SVIT 4


Module 2 ****** 2D Transformation

vertsRot [k].x = pivPt.x + (verts [k].x - pivPt.x) * cos (theta) - (verts [k].y -
pivPt.y) * sin (theta);
vertsRot [k].y = pivPt.y + (verts [k].x - pivPt.x) * sin (theta) + (verts [k].y -
pivPt.y) * cos (theta);
}
glBegin (GL_POLYGON);
for (k = 0; k < nVerts; k++)
glVertex2f (vertsRot [k].x, vertsRot [k].y);
glEnd ( );
}

Two-Dimensional Scaling
✓ To alter the size of an object, we apply a scaling transformation.
✓ A simple twodimensional scaling operation is performed by multiplying object positions
(x, y) by scaling factors sx and sy to produce the transformed coordinates (x’, y’):

✓ The basic two-dimensional scaling equations can also be written in the following matrix
form

Where S is the 2 × 2 scaling matrix


✓ Any positive values can be assigned to the scaling factors sx and sy.
✓ Values less than 1 reduce the size of objects
✓ Values greater than 1 produce enlargements.
✓ Specifying a value of 1 for both sx and sy leaves the size of objects unchanged.
✓ When sx and sy are assigned the same value, a uniform scaling is produced, which
maintains relative object proportions.

Prof. Manjusha, Dept., of CSE, SVIT 5


Module 2 ****** 2D Transformation

✓ Unequal values for sx and sy result in a differential scaling that is often used in design
applications.
✓ In some systems, negative values can also be specified for the scaling parameters. This
not only resizes an object, it reflects it about one or more of the coordinate axes.
✓ Figure below illustrates scaling of a line by assigning the value 0.5 to both sx and sy

✓ We can control the location of a scaled object by choosing a position, called the fixed
point, that is to remain unchanged after the scaling transformation.
✓ Coordinates for the fixed point, (x f , yf ), are often chosen at some object position, such
as its centroid but any other spatial position can be selected.
✓ For a coordinate position (x, y), the scaled coordinates (x’, y’) are then calculated from
the following relationships:

✓ We can rewrite Equations to separate the multiplicative and additive terms as

✓ Where the additive terms x f (1 − sx) and yf (1 − sy) are constants for all points in the
object.
Code:
class wcPt2D {
public:
GLfloat x, y;
};
void scalePolygon (wcPt2D * verts, GLint nVerts, wcPt2D fixedPt, GLfloat sx, GLfloat sy)
{
wcPt2D vertsNew;

Prof. Manjusha, Dept., of CSE, SVIT 6


Module 2 ****** 2D Transformation

GLint k;
for (k = 0; k < nVerts; k++) {
vertsNew [k].x = verts [k].x * sx + fixedPt.x * (1 - sx);
vertsNew [k].y = verts [k].y * sy + fixedPt.y * (1 - sy);
}
glBegin (GL_POLYGON);
for (k = 0; k < nVerts; k++)
glVertex2f (vertsNew [k].x, vertsNew [k].y);
glEnd ( );
}

Matrix Representations and Homogeneous Coordinates


✓ Each of the three basic two-dimensional transformations (translation, rotation, and
scaling) can be expressed in the general matrix form

✓ With coordinate positions P and P’ represented as column vectors.


✓ Matrix M1 is a 2 × 2 array containing multiplicative factors, and M2 is a two-element
column matrix containing translational terms.
✓ For translation, M1 is the identity matrix.
✓ For rotation or scaling, M2 contains the translational terms associated with the pivot
point or scaling fixed point.

Homogeneous Coordinates
➢ Multiplicative and translational terms for a two-dimensional geometric transformation
can be combined into a single matrix if we expand the representations to 3 × 3 matrices
➢ We can use the third column of a transformation matrix for the translation terms, and all
transformation equations can be expressed as matrix multiplications.
➢ We also need to expand the matrix representation for a two-dimensional coordinate
position to a three-element column matrix

Prof. Manjusha, Dept., of CSE, SVIT 7


Module 2 ****** 2D Transformation

➢ A standard technique for accomplishing this is to expand each twodimensional coordinate-


position representation (x, y) to a three-element representation (xh, yh, h), called
homogeneous coordinates, where the homogeneous parameter h is a nonzero value such
that

➢ A general two-dimensional homogeneous coordinate representation could also be written


as (h· x, h· y, h).
➢ A convenient choice is simply to set h = 1. Each two-dimensional position is then
represented with homogeneous coordinates (x, y, 1).
➢ The term homogeneous coordinates is used in mathematics to refer to the effect of this
representation on Cartesian equations.

Two-Dimensional Translation Matrix


✓ The homogeneous-coordinate for translation is given by

✓ This translation operation can be written in the abbreviated form

with T(tx, ty) as the 3 × 3 translation matrix

Two-Dimensional Rotation Matrix


✓ Two-dimensional rotation transformation equations about the coordinate origin can be
expressed in the matrix form

✓ The rotation transformation operator R(θ ) is the 3 × 3 matrix with rotation parameter θ.

Prof. Manjusha, Dept., of CSE, SVIT 8


Module 2 ****** 2D Transformation

Two-Dimensional Scaling Matrix


✓ A scaling transformation relative to the coordinate origin can now be expressed as the
matrix multiplication

✓ The scaling operator S(sx, sy ) is the 3 × 3 matrix with parameters sx and sy

Inverse Transformations
❖ For translation,we obtain the inverse matrix by negating the translation distances. Thus, if
we have two-dimensional translation distances tx and ty, the inverse translation matrix is

❖ An inverse rotation is accomplished by replacing the rotation angle by its negative.


❖ A two-dimensional rotation through an angle θ about the coordinate origin has the
inverse transformation matrix

❖ We form the inverse matrix for any scaling transformation by replacing the scaling
parameters with their reciprocals. the inverse transformation matrix is

Prof. Manjusha, Dept., of CSE, SVIT 9


Module 2 ****** 2D Transformation

Two-Dimensional Composite Transformations


✓ Forming products of transformation matrices is often referred to as a concatenation, or
composition, of matrices if we want to apply two transformations to point position P, the
transformed location would be calculated as

✓ The coordinate position is transformed using the composite matrixM, rather than applying
the individual transformations M1 and thenM2.

Composite Two-Dimensional Translations


✓ If two successive translation vectors (t1x, t1y) and (t2x, t2y) are applied to a
twodimensional coordinate position P, the final transformed location P’ is calculated as

where P and P’ are represented as three-element, homogeneous-coordinate


column vectors
✓ Also, the composite transformation matrix for this sequence of translations is

Composite Two-Dimensional Rotations


✓ Two successive rotations applied to a point P produce the transformed position

✓ By multiplying the two rotation matrices, we can verify that two successive rotations are
additive:
R(θ2) · R(θ1) = R(θ1 + θ2)

Prof. Manjusha, Dept., of CSE, SVIT 10


Module 2 ****** 2D Transformation

✓ So that the final rotated coordinates of a point can be calculated with the composite
rotation matrix as
P’ = R(θ1 + θ2) · P

Composite Two-Dimensional Scalings


✓ Concatenating transformation matrices for two successive scaling operations in two
dimensions produces the following composite scaling matrix

General Two-Dimensional Pivot-Point Rotation

✓ We can generate a two-dimensional rotation about any other pivot point (xr , yr ) by
performing the following sequence of translate-rotate-translate operations:
1. Translate the object so that the pivot-point position is moved to the coordinate origin.
2. Rotate the object about the coordinate origin.
3. Translate the object so that the pivot point is returned to its original position.
✓ The composite transformation matrix for this sequence is obtained with the concatenation

Prof. Manjusha, Dept., of CSE, SVIT 11


Module 2 ****** 2D Transformation

which can be expressed in the form

where T(−xr , −yr ) = T−1(xr , yr ).

General Two-Dimensional Fixed-Point Scaling

✓ To produce a two-dimensional scaling with respect to a selected fixed position (x f , yf ),


when we have a function that can scale relative to the coordinate origin only. This sequence
is
1. Translate the object so that the fixed point coincides with the coordinate origin.
2. Scale the object with respect to the coordinate origin.
3. Use the inverse of the translation in step (1) to return the object to its original position.
✓ Concatenating the matrices for these three operations produces the required scaling
matrix:

Prof. Manjusha, Dept., of CSE, SVIT 12


Module 2 ****** 2D Transformation

General Two-Dimensional Scaling Directions


✓ Parameters sx and sy scale objects along the x and y directions.
✓ We can scale an object in other directions by rotating the object to align the desired
scaling directions with the coordinate axes before applying the scaling transformation.
✓ Suppose we want to apply scaling factors with values specified by parameters s1 and s2
in the directions shown in Figure

✓ The composite matrix resulting from the product of these three transformations is

Matrix Concatenation Properties


Property 1:
✓ Multiplication of matrices is associative.
✓ For any three matrices,M1,M2, andM3, the matrix product M3 · M2 · M1 can be
performed by first multiplying M3 and M2 or by first multiplyingM2 and M1:
M3 ·M2 · M1 = (M3 · M2) ·M1 = M3 · (M2 · M1)
✓ We can construct a composite matrix either by multiplying from left to right
(premultiplying) or by multiplying from right to left (postmultiplying)

Property 2:
✓ Transformation products, on the other hand, may not be commutative. The matrix
productM2 · M1 is not equal toM1 · M2,in general.

Prof. Manjusha, Dept., of CSE, SVIT 13


Module 2 ****** 2D Transformation

✓ This means that if we want to translate and rotate an object, we must be careful about the
order in which the composite matrix is evaluated

✓ Reversing the order in which a sequence of transformations is performed may affect the
transformed position of an object. In (a), an object is first translated in the x direction, then
rotated counterclockwise through an angle of 45◦. In (b), the object is first rotated 45◦
counterclockwise, then translated in the x direction.

General Two-Dimensional Composite Transformations and Computational Efficiency


✓ A two-dimensional transformation, representing any combination of translations, rotations,
and scalings, can be expressed as

✓ The four elements rsjk are the multiplicative rotation-scaling terms in the transformation,
which involve only rotation angles and scaling factors if an object is to be scaled and rotated
about its centroid coordinates (xc , yc ) and then translated, the values for the elements of
the composite transformation matrix are

✓ Although the above matrix requires nine multiplications and six additions, the explicit
calculations for the transformed coordinates are

Prof. Manjusha, Dept., of CSE, SVIT 14


Module 2 ****** 2D Transformation

✓ We need actually perform only four multiplications and four additions to transform
coordinate positions.
✓ Because rotation calculations require trigonometric evaluations and several multiplications
for each transformed point, computational efficiency can become an important
consideration in rotation transformations
✓ If we are rotating in small angular steps about the origin, for instance, we can set cos θ to
1.0 and reduce transformation calculations at each step to two multiplications and two
additions for each set of coordinates to be rotated.
✓ These rotation calculations are
x’= x − y sin θ, y’ = x sin θ + y

Two-Dimensional Rigid-Body Transformation


➔ If a transformation matrix includes only translation and rotation parameters, it is a rigid-
body transformation matrix.
➔ The general form for a two-dimensional rigid-body transformation matrix is

where the four elements r jk are the multiplicative rotation terms, and the elements trx
and try are the translational terms
➔ A rigid-body change in coordinate position is also sometimes referred to as a rigid- motion
transformation.
➔ In addition, the above matrix has the property that its upper-left 2 × 2 submatrix is an
orthogonal matrix.
➔ If we consider each row (or each column) of the submatrix as a vector, then the two row
vectors (rxx, rxy) and (ryx, ryy) (or the two column vectors) form an orthogonal set of unit
vectors.
➔ Such a set of vectors is also referred to as an orthonormal vector set. Each vector has unit
length as follows

and the vectors are perpendicular (their dot product is 0):

Prof. Manjusha, Dept., of CSE, SVIT 15


Module 2 ****** 2D Transformation

➔ Therefore, if these unit vectors are transformed by the rotation submatrix, then the vector
(rxx, rxy) is converted to a unit vector along the x axis and the vector (ryx, ryy) is
transformed into a unit vector along the y axis of the coordinate system

➔ For example, the following rigid-body transformation first rotates an object through an
angle θ about a pivot point (xr , yr ) and then translates the object

➔ Here, orthogonal unit vectors in the upper-left 2×2 submatrix are (cos θ, −sin θ) and (sin
θ, cos θ).

Constructing Two-Dimensional Rotation Matrices


✓ The orthogonal property of rotation matrices is useful for constructing the matrix when we
know the final orientation of an object, rather than the amount of angular rotation necessary
to put the object into that position.
✓ We might want to rotate an object to align its axis of symmetry with the viewing (camera)
direction, or we might want to rotate one object so that it is above another object.
✓ Figure shows an object that is to be aligned with the unit direction vectors u_ and v

Prof. Manjusha, Dept., of CSE, SVIT 16


Module 2 ****** 2D Transformation

The rotation matrix for revolving an object from position (a) to position (b) can be constructed
with the values of the unit orientation vectors u’ and v’ relative to the original orientation.
Other Two-Dimensional Transformations
Two such transformations
1. Reflection and
2. Shear.

Reflection
✓ A transformation that produces a mirror image of an object is called a reflection.
✓ For a two-dimensional reflection, this image is generated relative to an axis of reflection
by rotating the object 180◦ about the reflection axis.
✓ Reflection about the line y = 0 (the x axis) is accomplished with the transformation
Matrix

✓ This transformation retains x values, but “flips” the y values of coordinate positions.
✓ The resulting orientation of an object after it has been reflected about the x axis is shown
in Figure

Prof. Manjusha, Dept., of CSE, SVIT 17


Module 2 ****** 2D Transformation

✓ A reflection about the line x = 0 (the y axis) flips x coordinates while keeping y
coordinates the same. The matrix for this transformation is

✓ Figure below illustrates the change in position of an object that has been reflected about
the line x = 0.

✓ We flip both the x and y coordinates of a point by reflecting relative to an axis that is
perpendicular to the xy plane and that passes through the coordinate origin the matrix
representation for this reflection is

✓ An example of reflection about the origin is shown in Figure

Prof. Manjusha, Dept., of CSE, SVIT 18


Module 2 ****** 2D Transformation

✓ If we choose the reflection axis as the diagonal line y = x (Figure below), the reflection
matrix is

✓ To obtain a transformation matrix for reflection about the diagonal y = −x, we could
concatenate matrices for the transformation sequence:
(1) clockwise rotation by 45◦,
(2) reflection about the y axis, and
(3) counterclockwise rotation by 45◦.
The resulting transformation matrix is

Prof. Manjusha, Dept., of CSE, SVIT 19


Module 2 ****** 2D Transformation

Shear
✓ 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 shear.
✓ Two common shearing transformations are those that shift coordinate x values and those
that shift y values. An x-direction shear relative to the x axis is produced with the
transformation Matrix

which transforms coordinate positions as

✓ Any real number can be assigned to the shear parameter shx Setting parameter shx to the
value 2, for example, changes the square into a parallelogram is shown below. Negative
values for shx shift coordinate positions to the left.

A unit square (a) is converted to a parallelogram (b) using the x -direction shear with shx = 2.

✓ We can generate x-direction shears relative to other reference lines with

Now, coordinate positions are transformed as

Prof. Manjusha, Dept., of CSE, SVIT 20


Module 2 ****** 2D Transformation

✓ A y-direction shear relative to the line x = xref is generated with the transformation Matrix

which generates the transformed coordinate values

Raster Methods for Geometric Transformations


✓ Raster systems store picture information as color patterns in the frame buffer.
✓ Therefore, some simple object transformations can be carried out rapidly by manipulating
an array of pixel values
✓ Few arithmetic operations are needed, so the pixel transformations are particularly
efficient.
✓ Functions that manipulate rectangular pixel arrays are called raster operations and moving
a block of pixel values from one position to another is termed a block transfer, a bitblt, or
a pixblt.
✓ Figure below illustrates a two-dimensional translation implemented as a block transfer of
a refresh-buffer area

Translating an object from screen position (a) to the destination position shown in (b) by moving
a rectangular block of pixel values. Coordinate positions Pmin and Pmax specify the limits of the
rectangular block to be moved, and P0 is the destination reference position.

Prof. Manjusha, Dept., of CSE, SVIT 21


Module 2 ****** 2D Transformation

✓ Rotations in 90-degree increments are accomplished easily by rearranging the elements


of a pixel array.
✓ We can rotate a two-dimensional object or pattern 90◦ counterclockwise by reversing the
pixel values in each row of the array, then interchanging rows and columns.
✓ A 180◦ rotation is obtained by reversing the order of the elements in each row of the
array, then reversing the order of the rows.
✓ Figure below demonstrates the array manipulations that can be used to rotate a pixel
block by 90◦ and by 180◦.

✓ For array rotations that are not multiples of 90◦, we need to do some extra processing.
✓ The general procedure is illustrated in Figure below.

✓ Each destination pixel area is mapped onto the rotated array and the amount of overlap
with the rotated pixel areas is calculated.
✓ A color for a destination pixel can then be computed by averaging the colors of the
overlapped source pixels, weighted by their percentage of area overlap.
✓ Pixel areas in the original block are scaled, using specified values for sx and sy, and then
mapped onto a set of destination pixels.
✓ The color of each destination pixel is then assigned according to its area of overlap with
the scaled pixel areas

Prof. Manjusha, Dept., of CSE, SVIT 22


Module 2 ****** 2D Transformation

Prof. Manjusha, Dept., of CSE, SVIT 23


Module 2 ****** 2D Transformation

OpenGL Raster Transformations


❖ A translation of a rectangular array of pixel-color values from one buffer area to another
can be accomplished in OpenGL as the following copy operation:
glCopyPixels (xmin, ymin, width, height, GL_COLOR);
❖ The first four parameters in this function give the location and dimensions of the pixel
block; and the OpenGL symbolic constant GL_COLOR specifies that it is color values
are to be copied.

❖ A block of RGB color values in a buffer can be saved in an array with the function
glReadPixels (xmin, ymin, width, height, GL_RGB, GL_UNSIGNED_BYTE, colorArray);
❖ If color-table indices are stored at the pixel positions, we replace the constant GL RGB
with GL_COLOR_INDEX.

❖ To rotate the color values, we rearrange the rows and columns of the color array, as
described in the previous section. Then we put the rotated array back in the buffer with
glDrawPixels (width, height, GL_RGB, GL_UNSIGNED_BYTE, colorArray);

❖ A two-dimensional scaling transformation can be performed as a raster operation in


OpenGL by specifying scaling factors and then invoking either glCopyPixels or
glDrawPixels.
❖ For the raster operations, we set the scaling factors with
glPixelZoom (sx, sy);

Prof. Manjusha, Dept., of CSE, SVIT 24


Module 2 ****** 2D Transformation

❖ We can also combine raster transformations with logical operations to produce various
effects with the exclusive or operator

OpenGL Functions for Two-Dimensional Geometric Transformations


✓ To perform a translation, we invoke the translation routine and set the components for the
three-dimensional translation vector.
✓ In the rotation function, we specify the angle and the orientation for a rotation axis that
intersects the coordinate origin.
✓ In addition, a scaling function is used to set the three coordinate scaling factors relative to
the coordinate origin. In each case, the transformation routine sets up a 4 × 4 matrix that is
applied to the coordinates of objects that are referenced after the transformation call

Basic OpenGL Geometric Transformations


➔ A 4× 4 translation matrix is constructed with the following routine:
glTranslate* (tx, ty, tz);
✓ Translation parameters tx, ty, and tz can be assigned any real-number
values, and the single suffix code to be affixed to this function is either f
(float) or d (double).
✓ For two-dimensional applications, we set tz = 0.0; and a two-dimensional
position is represented as a four-element column matrix with the z
component equal to 0.0.
✓ example: glTranslatef (25.0, -10.0, 0.0);
➔ Similarly, a 4 × 4 rotation matrix is generated with
glRotate* (theta, vx, vy, vz);
✓ where the vector v = (vx, vy, vz) can have any floating-point values for its
components.
✓ This vector defines the orientation for a rotation axis that passes through
the coordinate origin.
✓ If v is not specified as a unit vector, then it is normalized automatically
before the elements of the rotation matrix are computed.

Prof. Manjusha, Dept., of CSE, SVIT 25


Module 2 ****** 2D Transformation

✓ The suffix code can be either f or d, and parameter theta is to be assigned


a rotation angle in degree.
✓ For example, the statement: glRotatef (90.0, 0.0, 0.0, 1.0);
➔ We obtain a 4 × 4 scaling matrix with respect to the coordinate origin with the following
routine:
glScale* (sx, sy, sz);
✓ The suffix code is again either f or d, and the scaling parameters can be assigned
any real-number values.
✓ Scaling in a two-dimensional system involves changes in the x and y dimensions,
so a typical two-dimensional scaling operation has a z scaling factor of 1.0
✓ Example: glScalef (2.0, -3.0, 1.0);

OpenGL Matrix Operations


✓ The glMatrixMode routine is used to set the projection mode which designates the matrix
that is to be used for the projection transformation.
✓ We specify the modelview mode with the statement
glMatrixMode (GL_MODELVIEW);
• which designates the 4×4 modelview matrix as the current matrix
• Two other modes that we can set with the glMatrixMode function are the texture
mode and the color mode.
• The texture matrix is used for mapping texture patterns to surfaces, and the color
matrix is used to convert from one color model to another.
• The default argument for the glMatrixMode function is GL_MODELVIEW.
✓ With the following function, we assign the identity matrix to the current matrix:
glLoadIdentity ( );
✓ Alternatively, we can assign other values to the elements of the current matrix using
glLoadMatrix* (elements16);
✓ A single-subscripted, 16-element array of floating-point values is specified with
parameter elements16, and a suffix code of either f or d is used to designate the data type
✓ The elements in this array must be specified in column-major order
✓ To illustrate this ordering, we initialize the modelview matrix with the following code:

Prof. Manjusha, Dept., of CSE, SVIT 26


Module 2 ****** 2D Transformation

glMatrixMode (GL_MODELVIEW);
GLfloat elems [16];
GLint k;
for (k = 0; k < 16; k++)
elems [k] = float (k);
glLoadMatrixf (elems);
Which produces the matrix

✓ We can also concatenate a specified matrix with the current matrix as follows:
glMultMatrix* (otherElements16);
✓ Again, the suffix code is either f or d, and parameter otherElements16 is a 16-element,
single-subscripted array that lists the elements of some other matrix in column-major order.
✓ Thus, assuming that the current matrix is the modelview matrix, which we designate as
M, then the updated modelview matrix is computed as
M = M· M’
✓ The glMultMatrix function can also be used to set up any transformation sequence with
individually defined matrices.
✓ For example,
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ( ); // Set current matrix to the identity.
glMultMatrixf (elemsM2); // Postmultiply identity with matrix M2.
glMultMatrixf (elemsM1); // Postmultiply M2 with matrix M1.
produces the following current modelview matrix:
M = M2 · M1

Prof. Manjusha, Dept., of CSE, SVIT 27


COMPUTER GRAPHICS & IMAGE PROCESSING MODULE 2

3D Geometric Transformations

Three-Dimensional Geometric Transformations


Q.With the help of a suitable diagram explain basic 3D Geometric transformation
techniques and give the transformation matrix.

The most common 3D transformations are:


Translation
Rotation
Scaling

Three-Dimensional Translation
• A position P=(x, y, z) in three-dimensional space is translated to a location P’=(x’,y’,z’)
by adding translation distances tx, ty, and tz to the Cartesian coordinates of P.

• 3D translation is given in Figure

• 3D translation operations can be represented in matrix format. The coordinate positions,


P and P’, are represented in homogeneous coordinates with four-element column
matrices, and the translation operator T is a 4×4 matrix:

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COMPUTER GRAPHICS & IMAGE PROCESSING MODULE 2

Three-Dimensional Rotation
• Rotate an object about any axis in space.
- Easiest rotation axes to handle are those that are parallel to the Cartesian-
coordinate axes.
- Also can use combinations of coordinate-axis rotations (along withappropriate
translations) to specify a rotation about any other line in space.
• Positive rotation angles produce counterclockwise rotations about a coordinate axis(for
negative direction along that coordinate axis)

• The 3D z-axis rotation equations are easily extended to three dimensions, as follows:

Where, θ the rotation angle about the z axis


z-coordinate values are unchanged by this
transformation
• 3D Rotation operations can be represented in matrix format. In homogeneous-coordinate
form, the three-dimensional z-axis rotation equations are

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COMPUTER GRAPHICS & IMAGE PROCESSING MODULE 2

• Similarly along x axis and y axis

Three-Dimensional Scaling
• The matrix expression for the three-dimensional scaling transformation of a position
P=(x, y, z)relative to the coordinate origin is a simple extension of 3D scaling. Include
the parameter for z-coordinate scaling in the transformation matrix:

• The three-dimensional scaling transformation for a point position can be represented as

where scaling parameters sx, sy, and sz are assigned any positive values.
• Explicit expressions for the scaling transformation relative to the origin are

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COMPUTER GRAPHICS & IMAGE PROCESSING MODULE 2

Q.Design transformation matrix to rotate an 3D Object about an axis that is parallel to one
of the coordinate axes.

A rotation matrix for any axis that does not coincide with a coordinate axis(as shown in below
first figure ) can be set up as a composite transformation involving combinations of translations
and the coordinate-axis rotations the following transformation sequence is used:

1. Translate the object so that the rotation axis coincides with the parallelcoordinate
axis.

2. Perform the specified rotation about that axis.

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COMPUTER GRAPHICS & IMAGE PROCESSING MODULE 2

3. Translate the object so that the rotation axis is moved back to its original position.

Q.Obtain the matrix representation for rotation of a object about an arbitrary axis

Rotation about arbitrary axis that is not parallel to one of the coordinate axes, we can
accomplish the required rotation in five steps:

Consider the Initial position of object in the below figure

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COMPUTER GRAPHICS & IMAGE PROCESSING MODULE 2

Rotation about arbitrary axis that is not parallel to one of the coordinate axes, we can accomplish
the required rotation in five steps:

1. Translate the object so that the rotation axis passes through the coordinate origin.

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COMPUTER GRAPHICS & IMAGE PROCESSING MODULE 2

2. Rotate the object so that the axis of rotation coincides with one of the coordinate axes.

3. Perform the specified rotation about the selected coordinate axis.

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COMPUTER GRAPHICS & IMAGE PROCESSING MODULE 2

4. Apply inverse rotations to bring the rotation axis back to its original orientation.

5. Apply the inverse translation to bring the rotation axis back to its original spatial position.

The transformation matrix for rotation about an arbitrary axis can then be expressed as the
composition of these seven individual transformations:

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COMPUTER GRAPHICS & IMAGE PROCESSING MODULE 2

Q.Obtain Scaling transformation matrix with respect to any selected fixed position.

Scaling transformation with respect to any selected fixed position (xf , yf , zf ) using the
following transformation sequence:
1. Translate the fixed point to the origin.
2. Apply the scaling transformation relative to the coordinate origin
3. Translate the fixed point back to its original position.

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COMPUTER GRAPHICS & IMAGE PROCESSING MODULE 2

Other Three-Dimensional Transformations

Q.Explain the 3D reflection and shearing.

Three-Dimensional Reflections

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COMPUTER GRAPHICS & IMAGE PROCESSING MODULE 2

Three-Dimensional Shears

Affine Transformations
Q.Explain the meaning of Affine transformation

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COMPUTER GRAPHICS & IMAGE PROCESSING MODULE 2

OpenGL Geometric-Transformation Functions


OpenGL Matrix Stacks

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COMPUTER GRAPHICS & IMAGE PROCESSING MODULE 2

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COMPUTER GRAPHICS & IMAGE PROCESSING MODULE 2

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