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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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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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