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3. 3D transformation

The document discusses 3-D transformations, including translation, rotation, scaling, and projections. It explains how objects are manipulated in a 3-D coordinate system, detailing methods for translating vertices, rotating around axes, scaling dimensions, and projecting 3-D objects onto 2-D planes. Two types of projections, perspective and parallel, are described, highlighting their differences in representation and realism.
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0% found this document useful (0 votes)
18 views23 pages

3. 3D transformation

The document discusses 3-D transformations, including translation, rotation, scaling, and projections. It explains how objects are manipulated in a 3-D coordinate system, detailing methods for translating vertices, rotating around axes, scaling dimensions, and projecting 3-D objects onto 2-D planes. Two types of projections, perspective and parallel, are described, highlighting their differences in representation and realism.
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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3-D Transformation

3-D Coordinate System


3-D Translation
• In translation, Object is displaced in any direction from its original
position.
• The new object point p’ = x’,y’,z’ can be found by applying transform

Ttx,ty,tz to p=(x,y,z)

Here tx = distance moved by object along x-axis


ty=distance moved by object along y-axis
tz=distance moved by object along z-axis
3D Translation
3D Translation
• An Object represented as a set of polygon surfaces, is translated by
translating each vertex of each surface and redraw the polygon facets
in the new position
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 is


perpendicular to the X-Y axes.
3D Rotation
• The easiest rotation axes are those that are
parallel to co-ordinate axis.

• Positive rotation angles produce


counterclockwise rotation about a
coordinate axis, if we are looking along the
positive half of the axis towards the co-
ordinate origin.
Coordinate Axis Rotations
• Z-axis rotation: Rotation about z-axis in anticlockwise direction
Rotation about Z-axis in Clockwise Direction
• Note that the Positive values of rotation angle θ will produce a
rotation in the anticlockwise direction whereas negative values of θ
produce a rotation in the clockwise direction.

• In this case, angle θ is taken as negative according to the


trigonometric law :
• cos (θ) =cos θ
• Sin (- θ)= -sin θ

The Matrix will be


Coordinate Axis Rotations
• Obtain rotations around other axes through cyclic permutation of
coordinate parameters.
X-axis Rotation in anticlockwise direction
X-axis rotation in anticlockwise direction
X-axis rotation in clockwise direction
Y-axis Rotation in anti-clockwise direction
Y-Axis rotation in clockwise direction
Scaling Transformation
• A Scaling transformation alters the size of an object
• An object can be scaled (stretched or shrunk) along the x, y and Z axis
by multiplying all its points by the scale factors Sx, Sy and Sz.
• All points P(x,y,z) on the scaled shape will now become P’ (x’, y’,z’)
where,
• x’ =x.Sx
• y’=y.Sy
• z’=z.Sz
3D Scaling
• Sx, Sy and Sz are scaling factors along x, y and z directions

P’ =S.P
Projections
• Transform 3D objects onto a 2D Plane
• 2 Types of projections
• Perspective
• Parallel

• In Parallel Projection, coordinate positions are transformed to the view plane


along the parallel lines.
• In perspective projection, Object position are transformed to the view plane
along lines that come together to a point called as projection reference point.
Parallel Projection
• Z coordinate is discarded
• Parallel lines from each vertex on the object are extended until they
intersect the view plane.
• The point of intersection is the projection of vertex
• Projected vertices are connected by line segments to correspond
connection on original object.
Parallel Projection
Perspective Projection
• Produces realistic views but does not preserves relative proportions
• Lines of projection are not parallel
• Instead they all converge at single point called as projection reference
point.
Perspective Projection
Thank You

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