Transformations
2D Transformations in Computer Graphics-
We have discussed-
• Transformation is a process of modifying and re-positioning the
existing graphics.
• 2D Transformations take place in a two dimensional plane.
• In computer graphics, various transformation techniques are-
2D Translation in Computer Graphics
In Computer graphics,2D Translation is a process of moving an
object from one position to another in a two dimensional plane.
Let Initial coordinates of the object O = (X old, Yold)
New coordinates of the object O after translation = (X new, Ynew)
Translation vector or Shift vector = (T x, Ty)
Given a Translation vector (Tx, Ty)-
Tx defines the distance the Xold coordinate has to be moved.
Ty defines the distance the Yold coordinate has to be moved.
• This translation is achieved by adding the translation coordinates to the
old coordinates of the object as-
• Xnew = Xold + Tx (This denotes translation towards X axis)
• Ynew = Yold + Ty (This denotes translation towards Y axis)
•
• In Matrix form, the above translation equations may be represented as-
• The homogeneous coordinates representation of (X, Y) is (X, Y,
1).
• Through this representation, all the transformations can be
performed using matrix / vector multiplications.
• The above translation matrix may be represented as a 3 x 3
matrix as-
PRACTICE PROBLEMS BASED ON 2D TRANSLATION IN COMPUTER
GRAPHICS-
Problem-01:
Given a circle C with radius 10 and center coordinates (1, 4). Apply the translation with
distance 5 towards X axis and 1 towards Y axis. Obtain the new coordinates of C without
changing its radius.
solution-
Given-
• Old center coordinates of C = (Xold, Yold) = (1, 4)
• Translation vector = (Tx, Ty) = (5, 1)
Let the new center coordinates of C = (Xnew, Ynew).
Applying the translation equations, we have-
• Xnew = Xold + Tx = 1 + 5 = 6
• Ynew = Yold + Ty = 4 + 1 = 5
• Thus, New center coordinates of C = (6, 5).
Alternatively,
In matrix form, the new center coordinates of C after translation
may be obtained as-
• Problem-02:
Given a square with coordinate points A(0, 3), B(3, 3), C(3, 0), D(0, 0). Apply the translation with
distance 1 towards X axis and 1 towards Y axis. Obtain the new coordinates of the square.
Solution-
Given-
• Old coordinates of the square = A (0, 3), B(3, 3), C(3, 0), D(0, 0)
• Translation vector = (Tx, Ty) = (1, 1)
For Coordinates A(0, 3)
Let the new coordinates of corner A = (Xnew, Ynew).
• Applying the translation equations, we have-
• Xnew = Xold + Tx = 0 + 1 = 1
• Ynew = Yold + Ty = 3 + 1 = 4
•
• Thus, New coordinates of corner A = (1, 4).
•
For Coordinates B(3, 3)
Let the new coordinates of corner B = (Xnew, Ynew).
• Applying the translation equations, we have-
• Xnew = Xold + Tx = 3 + 1 = 4
• Ynew = Yold + Ty = 3 + 1 = 4
• Thus, New coordinates of corner B = (4, 4).
For Coordinates C(3, 0)
Let the new coordinates of corner C = (Xnew, Ynew).
Applying the translation equations, we have-
• Xnew = Xold + Tx = 3 + 1 = 4
• Ynew = Yold + Ty = 0 + 1 = 1
• Thus, New coordinates of corner C = (4, 1).
• For Coordinates D(0, 0)
Let the new coordinates of corner D = (Xnew, Ynew).
• Applying the translation equations, we have-
• Xnew = Xold + Tx = 0 + 1 = 1
• Ynew = Yold + Ty = 0 + 1 = 1
• Thus, New coordinates of corner D = (1, 1)
2D Rotation in Computer Graphics-
In Computer graphics,2D Rotation is a process of rotating an
object with respect to an angle in a two dimensional plane.
Consider a point object O has to be rotated from one angle to
another in a 2D plane.
Let-
• Initial coordinates of the object O = (X old, Yold)
• Initial angle of the object O with respect to origin = Φ
• Rotation angle = θ
• New coordinates of the object O after rotation = (X new, Ynew)
• This rotation is achieved by using the following rotation
equations-
• Xnew = Xold x cosθ – Yold x sinθ
• Ynew = Xold x sinθ + Yold x cosθ
•
• In Matrix form, the above rotation equations may be represented
as-
• For homogeneous coordinates, the above rotation matrix may be
represented as a 3 x 3 matrix as-
PRACTICE PROBLEMS BASED ON 2D ROTATION IN
COMPUTER GRAPHICS-
Problem-01:
Given a line segment with starting point as (0, 0) and ending point as
(4, 4). Apply 30 degree rotation anticlockwise direction on the line
segment and find out the new coordinates of the line.
Solution-
We rotate a straight line by its end points with the same angle. Then,
we re-draw a line between the new end points.
Given-
• Old ending coordinates of the line = (Xold, Yold) = (4, 4)
• Rotation angle = θ = 30º
Let new ending coordinates of the line after rotation = (Xnew, Ynew).
Applying the rotation equations, we have-
Xnew= Xold x cosθ – Yold x sinθ
= 4 x cos30º – 4 x sin30º
= 4 x (√3 / 2) – 4 x (1 / 2)= 2√3 – 2= 2(√3 – 1)
=2(1.73 – 1)
= 1.46
Ynew= Xold x sinθ + Yold x cosθ
= 4 x sin30º + 4 x cos30º = 4 x (1 / 2) + 4 x (√3 / 2)
= 2 + 2√3= 2(1 + √3)
= 2(1 + 1.73)
= 5.46
Alternatively,
In matrix form, the new ending coordinates of the line after rotation
may be obtained as
Problem-02:
Given a triangle with corner coordinates (0, 0), (1, 0) and (1, 1). Rotate the triangle by
90 degree anticlockwise direction and find out the new coordinates.
Solution-
We rotate a polygon by rotating each vertex of it with the same rotation angle.
• Given-
• Old corner coordinates of the triangle = A (0, 0), B(1, 0), C(1, 1)
• Rotation angle = θ = 90º
For Coordinates A(0, 0)
Let the new coordinates of corner A after rotation = (Xnew, Ynew).
Applying the rotation equations, we have-
• Xnew= Xold x cosθ – Yold x sinθ= 0 x cos90º – 0 x sin90º= 0
• Ynew= Xold x sinθ + Yold x cosθ= 0 x sin90º + 0 x cos90º= 0
Thus, New coordinates of corner A after rotation = (0, 0).
For Coordinates B(1, 0)
Let the new coordinates of corner B after rotation = (Xnew, Ynew).
Xnew= Xold x cosθ – Yold x sinθ= 1 x cos90º – 0 x sin90º= 0
Ynew= Xold x sinθ + Yold x cosθ= 1 x sin90º + 0 x cos90º= 1 + 0= 1
Thus, New coordinates of corner B after rotation = (0, 1).
For Coordinates C(1, 1)
Let the new coordinates of corner C after rotation = (Xnew, Ynew).
Xnew= Xold x cosθ – Yold x sinθ= 1 x cos90º – 1 x sin90º= 0 – 1= -1
Ynew= Xold x sinθ + Yold x cosθ= 1 x sin90º + 1 x cos90º= 1 + 0= 1
Thus, New coordinates of corner C after rotation = (-1, 1).
Thus, New coordinates of the triangle after rotation = A (0, 0), B(0, 1), C(-1, 1).
2D Scaling in Computer Graphics-
In computer graphics, scaling is a process of modifying or altering the size of objects.
• Scaling may be used to increase or reduce the size of object.
• Scaling subjects the coordinate points of the original object to change.
• Scaling factor determines whether the object size is to be increased or reduced.
• If scaling factor > 1, then the object size is increased.
• If scaling factor < 1, then the object size is reduced.
Consider a point object O has to be scaled in a 2D plane.
Let-
• Initial coordinates of the object O = (Xold, Yold)
• Scaling factor for X-axis = Sx
• Scaling factor for Y-axis = Sy
• New coordinates of the object O after scaling = (Xnew, Ynew)
This scaling is achieved by using the following scaling equations-
• Xnew = Xold x Sx
• Ynew = Yold x Sy
In Matrix form, the above scaling equations may be represented as-
For homogeneous coordinates, the above scaling matrix may be
represented as a 3 x 3 matrix as-
PRACTICE PROBLEMS BASED ON 2D SCALING IN COMPUTER
GRAPHICS-
Problem-01:
Given a square object with coordinate points A(0, 3), B(3, 3), C(3, 0), D(0, 0). Apply the
scaling parameter 2 towards X axis and 3 towards Y axis and obtain the new
coordinates of the object.
Solution-
Given-Old corner coordinates of the square = A (0, 3), B(3, 3), C(3, 0), D(0, 0)
• Scaling factor along X axis = 2
• Scaling factor along Y axis = 3
For Coordinates A(0, 3)
Let the new coordinates of corner A after scaling = (Xnew, Ynew).
Applying the scaling equations, we have-
• Xnew = Xold x Sx = 0 x 2 = 0
• Ynew = Yold x Sy = 3 x 3 = 9
Thus, New coordinates of corner A after scaling = (0, 9).
For Coordinates B(3, 3)
Let the new coordinates of corner B after scaling = (X new, Ynew).
Applying the scaling equations, we have-
• Xnew = Xold x Sx = 3 x 2 = 6
• Ynew = Yold x Sy = 3 x 3 = 9
Thus, New coordinates of corner B after scaling = (6, 9).
For Coordinates C(3, 0)
Let the new coordinates of corner C after scaling = (X new, Ynew).
• Applying the scaling equations, we have-
• Xnew = Xold x Sx = 3 x 2 = 6
• Ynew = Yold x Sy = 0 x 3 = 0
Thus, New coordinates of corner C after scaling = (6, 0).
For Coordinates D(0, 0)
Let the new coordinates of corner D after scaling = (X new, Ynew).
Applying the scaling equations, we have-
• Xnew = Xold x Sx = 0 x 2 = 0
• Ynew = Yold x Sy = 0 x 3 = 0
Thus, New coordinates of corner D after scaling = (0, 0).
Composite Transformation :
As the name suggests itself Composition, here we combine two
or more transformations into one single transformation that is
equivalent to the transformations that are performed one after
one over a 2-D object.
Example :
Consider we have a 2-D object on which we first apply
transformation T1 (2-D matrix condition) and then we apply
transformation T2(2-D matrix condition) over the 2-D object
and the object get transformed, the very equivalent effect over
the 2-D object we can obtain by multiplying T1 & T2 (2-D
matrix conditions) with each other and then applying
the T12 (resultant of T1 X T2) with the coordinates of the 2-D
image to get the transformed final image.
If a transformation of the plane T1 is followed by a second plane
transformation T2, then the result itself may be represented by a single
transformation T which is the composition of T1 and T2 taken in that
order. This is written as T = T1∙T2.
Composite transformation can be achieved by concatenation of
transformation matrices to obtain a combined transformation matrix.
A combined matrix −
• [T][X] = [X] [T1] [T2] [T3] [T4] …. [Tn]
Where [Ti] is any combination of
• Translation
• Scaling
• Shearing
• Rotation
• Reflection
The change in the order of transformation would lead to different
results, as in general matrix multiplication is not cumulative, that is
[A] . [B] ≠ [B] . [A] and the order of multiplication. The basic purpose
of composing transformations is to gain efficiency by applying a
single composed transformation to a point, rather than applying a
series of transformation, one after another.
For example, to rotate an object about an arbitrary point (X p, Yp),
we have to carry out three steps −
• Translate point (Xp, Yp) to the origin.
• Rotate it about the origin.
• Finally, translate the center of rotation back where it belonged.
Window to Viewport
Transformation
• Window to Viewport Transformation is the process
of transforming 2D world-coordinate objects to device
coordinates. Objects inside the world or clipping window
are mapped to the viewport which is the area on the
screen where world coordinates are mapped to be
displayed.
General Terms:
• World coordinate – It is the Cartesian coordinate w.r.t
which we define the diagram, like Xwmin, Xwmax, Ywmin, Ywmax
• Device Coordinate –It is the screen coordinate where the
objects are to be displayed, like Xvmin, Xvmax, Yvmin, Yvmax
• Window –It is the area on world coordinate selected for
display.
• ViewPort –It is the area on the device coordinate where
graphics is to be displayed.
• Mathematical Calculation of Window to Viewport:
It may be possible that the size of the Viewport is much
smaller or greater than the Window. In these cases, we
have to increase or decrease the size of the Window
according to the Viewport and for this, we need some
mathematical calculations.
(xw, yw): A point on Window
(xv, yv): Corresponding point on Viewport
• we have to calculate the point (xv, yv)
• Now the relative position of the object in Window and
Viewport are same.
• For x coordinate,
For y coordinate,
• so, after calculating for x and y coordinate, we get
• where sx is the scaling factor of x coordinate and sy is the scaling factor of y coordinate
• Example:
for window, Xwmin = 20, Xwmax = 80, Ywmin = 40, Ywmax = 80.
for viewport, Xvmin = 30, Xvmax = 60, Yvmin = 40, Yvmax = 60.
Now a point ( Xw, Yw ) be ( 30, 80 ) on the window. We have to calculate that point on the
viewport i.e ( Xv, Yv ).
First of all, calculate the scaling factor of x coordinate Sx and the scaling factor of y coordinate
Sy using the above-mentioned formula.
Sx = ( 60 - 30 ) / ( 80 - 20 ) = 30 / 60
Sy = ( 60 - 40 ) / ( 80 - 40 ) = 20 / 40
now calculate the point on the viewport ( Xv, Yv ).
• Xv = 30 + ( 30 - 20 ) * ( 30 / 60 ) = 35
• Yv = 40 + ( 80 - 40 ) * ( 20 / 40 ) = 60
the point on window ( Xw, Yw ) = ( 30, 80 ) will be ( Xv, Yv ) = ( 35, 60 ) on
viewport.
3D transformations-Scaling
In computer graphics, scaling is a process of modifying or altering the size of objects
Scaling may be used to increase or reduce the size of object.
Scaling subjects the coordinate points of the original object to change.
Scaling factor determines whether the object size is to be increased or reduced.
If scaling factor > 1, then the object size is increased.
If scaling factor < 1, then the object size is reduced.
Consider a point object O has to be scaled in a 3D plane.
Let
Initial coordinates of the object O = (Xold, Yold,Zold)
Scaling factor for X-axis = Sx
Scaling factor for Y-axis = Sy
Scaling factor for Z-axis = Sz
New coordinates of the object O after scaling = (Xnew, Ynew, Znew)
This scaling is achieved by using the following scaling equations-
Xnew = Xold x Sx
Ynew = Yold x Sy
Znew = Zold x Sz
In Matrix form, the above scaling equations may be represented as-
Problem-01:
Given a 3D object with coordinate points A(0, 3, 3), B(3, 3, 6), C(3, 0, 1), D(0, 0, 0). Apply the scaling
parameter 2 towards X axis, 3 towards Y axis and 3 towards Z axis and obtain the new coordinates of the
object.
Solution-
Given-
Old coordinates of the object = A (0, 3, 3), B(3, 3, 6), C(3, 0, 1), D(0, 0, 0)
Scaling factor along X axis = 2
Scaling factor along Y axis = 3
Scaling factor along Z axis = 3
• For Coordinates A(0, 3, 3)
Let the new coordinates of A after scaling = (Xnew, Ynew, Znew).
Applying the scaling equations, we have-
Xnew = Xold x Sx = 0 x 2 = 0 Ynew = Yold x Sy = 3 x 3 = 9 Znew = Zold x Sz = 3 x 3 = 9
Thus, New coordinates of corner A after scaling = (0, 9, 9).
For Coordinates B(3, 3, 6)
Let the new coordinates of B after scaling = (Xnew, Ynew, Znew).
Applying the scaling equations, we have-
Xnew = Xold x Sx = 3 x 2 = 6
Ynew = Yold x Sy = 3 x 3 = 9
Znew = Zold x Sz = 6 x 3 = 18
Thus, New coordinates of corner B after scaling = (6, 9, 18).
• For Coordinates C(3, 0, 1)
Let the new coordinates of C after scaling = (Xnew, Ynew, Znew).
Applying the scaling equations, we have-
Xnew = Xold x Sx = 3 x 2 = 6
Ynew = Yold x Sy = 0 x 3 = 0
Znew = Zold x Sz = 1 x 3 = 3
Thus, New coordinates of corner C after scaling = (6, 0, 3).
For Coordinates D(0, 0, 0)
Let the new coordinates of D after scaling = (Xnew, Ynew, Znew).
Applying the scaling equations, we have-
Xnew = Xold x Sx = 0 x 2 = 0
Ynew = Yold x Sy = 0 x 3 = 0
Znew = Zold x Sz = 0 x 3 = 0
3D Translation
3D Translation is a process of moving an object from one position to another in a three dimensional plane.
Consider a point object O has to be moved from one position to another in a 3D plane.
Let-
Initial coordinates of the object O = (Xold, Yold, Zold)
New coordinates of the object O after translation = (Xnew, Ynew, Zold)
Translation vector or Shift vector = (Tx, Ty, Tz)
Given a Translation vector (Tx, Ty, Tz)-
Tx defines the distance the Xold coordinate has to be moved.
Ty defines the distance the Yold coordinate has to be moved.
Tz defines the distance the Zold coordinate has to be moved.
This translation is achieved by adding the translation coordinates to the old coordinates of the object as-
Xnew = Xold + Tx (This denotes translation towards X axis)
Ynew = Yold + Ty (This denotes translation towards Y axis)
Znew = Zold + Tz (This denotes translation towards Z axis)
In Matrix form, the above translation equations may be represented as
Problem-
Given a 3D object with coordinate points A(0, 3, 1), B(3, 3, 2), C(3, 0, 0), D(0, 0, 0). Apply the translation
with the distance 1 towards X axis, 1 towards Y axis and 2 towards Z axis and obtain the new coordinates
of the object.
Solution-
Given-
Old coordinates of the object = A (0, 3, 1), B(3, 3, 2), C(3, 0, 0), D(0, 0, 0)
Translation vector = (Tx, Ty, Tz) = (1, 1, 2)
For Coordinates A(0, 3, 1)
Let the new coordinates of A = (Xnew, Ynew, Znew).
Applying the translation equations, we have-
Xnew = Xold + Tx = 0 + 1 = 1
Ynew = Yold + Ty = 3 + 1 = 4
Znew = Zold + Tz = 1 + 2 = 3
Thus, New coordinates of A = (1, 4, 3).
For Coordinates B(3, 3, 2)
Let the new coordinates of B = (Xnew, Ynew, Znew).
Applying the translation equations, we have-
Xnew = Xold + Tx = 3 + 1 = 4
Ynew = Yold + Ty = 3 + 1 = 4
Znew = Zold + Tz = 2 + 2 = 4
Thus, New coordinates of B = (4, 4, 4).
For Coordinates C(3, 0, 0)
Let the new coordinates of C = (Xnew, Ynew, Znew).
Applying the translation equations, we have-
Xnew = Xold + Tx = 3 + 1 = 4
Ynew = Yold + Ty = 0 + 1 = 1
Znew = Zold + Tz = 0 + 2 = 2
Thus, New coordinates of C = (4, 1, 2).
For Coordinates D(0, 0, 0)
Let the new coordinates of D = (Xnew, Ynew, Znew).
Applying the translation equations, we have-
Xnew = Xold + Tx = 0 + 1 = 1
Ynew = Yold + Ty = 0 + 1 = 1
Znew = Zold + Tz = 0 + 2 = 2
Thus, New coordinates of D = (1, 1, 2).
3D Rotation
3D Rotation is a process of rotating an object with respect to an angle in a three
dimensional plane.
Consider a point object O has to be rotated from one angle to another in a 3D
plane.
Let-
• Initial coordinates of the object O = (X old, Yold, Zold)
• Initial angle of the object O with respect to origin = Φ
• Rotation angle = θ
• New coordinates of the object O after rotation = (X new, Ynew, Znew)
In 3 dimensions, there are 3 possible types of rotation-
• X-axis Rotation
• Y-axis Rotation
• Z-axis Rotation
For X-Axis Rotation-
This rotation is achieved by using the following rotation equations-
• Xnew = Xold
• Ynew = Yold x cosθ – Zold x sinθ
• Znew = Yold x sinθ + Zold x cosθ
In Matrix form, the above rotation equations may be represented as-
• For Y-Axis Rotation-
• This rotation is achieved by using the following rotation equations-
• Xnew = Zold x sinθ + Xold x cosθ
• Ynew = Yold
• Znew = Yold x cosθ – Xold x sinθ
In Matrix form, the above rotation equations may be represented
as-
For Z-Axis Rotation-
This rotation is achieved by using the following rotation equations-
• Xnew = Xold x cosθ – Yold x sinθ
• Ynew = Xold x sinθ + Yold x cosθ
• Znew = Zold
In Matrix form, the above rotation equations may be represented as-
Problem-01:
Given a homogeneous point (1, 2, 3). Apply rotation 90 degree towards X, Y and Z
axis and find out the new coordinate points.
Solution-
Given-
• Old coordinates = (Xold, Yold, Zold) = (1, 2, 3)
• Rotation angle = θ = 90º
For X-Axis Rotation-
Let the new coordinates after rotation = (Xnew, Ynew, Znew).
Applying the rotation equations, we have-
• Xnew = Xold = 1
• Ynew = Yold x cosθ – Zold x sinθ = 2 x cos90° – 3 x sin90° = 2 x 0 – 3 x 1 = -3
• Znew = Yold x sinθ + Zold x cosθ = 2 x sin90° + 3 x cos90° = 2 x 1 + 3 x 0 = 2
Thus, New coordinates after rotation = (1, -3, 2).
• For Y-Axis Rotation-
Let the new coordinates after rotation = (Xnew, Ynew, Znew).
Applying the rotation equations, we have-
• Xnew = Zold x sinθ + Xold x cosθ = 3 x sin90° + 1 x cos90° = 3 x 1 + 1 x 0 = 3
• Ynew = Yold = 2
• Znew = Yold x cosθ – Xold x sinθ = 2 x cos90° – 1 x sin90° = 2 x 0 – 1 x 1 = -1
Thus, New coordinates after rotation = (3, 2, -1).
For Z-Axis Rotation-
Let the new coordinates after rotation = (Xnew, Ynew, Znew).
Applying the rotation equations, we have-
• Xnew = Xold x cosθ – Yold x sinθ = 1 x cos90° – 2 x sin90° = 1 x 0 – 2 x 1 = -2
• Ynew = Xold x sinθ + Yold x cosθ = 1 x sin90° + 2 x cos90° = 1 x 1 + 2 x 0 = 1
• Znew = Zold = 3
Thus, New coordinates after rotation = (-2, 1, 3).
3D Rotations About an Axis Which is Parallel to an Axis
• Step 1. Translate the object so that the rotation axis coincides with the parallel coordinate axis.
• Step 2. Perform the specified rotation about that axis.
• Step 3. Translate the object so that the rotation axis is moved back to its original position.
General 3D Rotations
• Step 1. Translate the object so that the rotation axis passes through the coordinate origin.
• Step 2. Rotate the object so that the axis of rotation coincides with one of the coordinate axes.
• Step 3. Perform the specified rotation about that coordinate axis.
• Step 4. Rotate the object so that the rotation axis is brought back to its original orientation.
• Step 5. Translate the object so that the rotation axis is brought back to its original position.
3D composite transfprmations
• If we’re asked to perform three or more different sorts of
transformations over a point(P0) simultaneously which is
placed in 3D space, and let us assume that these
transformations are T1, T2, and T3 respectively.
• First we performed transformation T1, then Po become
transformed to P1.
• Secondly, we perform transformation T2 and the point
P1 become transformed to P2.
• Lastly, we perform transformation T3 and we get the final
result i.e; P3,and we will get our final transformed point
coordinate(P3).
• Composite Transformation : As its name suggests itself
composite, here we compose two or more than two
transformations together and calculate a resultant(R)
transformation matrix by multiplying all the
corresponding transformation matrix conditions with each
other.
• The same equivalent result that we got over Point P0 and
transformed it into P3 in the above example can also be
achieved by directly multiplying resultant R with the
• Problem: Consider we are given with a cuboid
“OABCDEFG” over which we want to perform
Translation transformation(T1) if translation distances are
Dx=2, Dy=3, Dz=2 ,then
Scaling transformation(T2) if scaling factors are sx=2, sy=1,
sz=3 and lastly perform.
• first, we perform translation transformation T1:
The Translation transformation matrix is shown as
For coordinate A[0 0 4], the newly translated coordinate would be A1:
For coordinate B[0 4 2], the newly translated coordinate would be B1:
For coordinate C[2 4 0], the newly translated coordinate would be C1:
• For coordinate D[2 2 4], the newly translated coordinate would be D1:
• For coordinate E[2 0 0], the newly translated coordinate would be E1:
• For coordinate F[0 0 2], the newly translated coordinate would be F1:
•
• For coordinate G[2 0 2], the newly translated coordinate would be G1:
• Secondly, we are said to perform Scaling
transformation T2:
The Scaling transformation matrix is shown as:
• For coordinate O1[2 3 2], the newly Scaled
coordinate would be O2:
• For coordinate B1[2 7 4], the newly Scaled
coordinate would be B2:
• For coordinate C1[4 7 2], the newly Scaled
coordinate would be C2:
• For coordinate D1[4 5 6], the newly Scaled
coordinate would be D2:
• For coordinate E1[4 3 2], the newly Scaled
coordinate would be E2:
• For coordinate F1[2 3 4], the newly Scaled
coordinate would be F2:
• For coordinate G1[4 3 4], the newly Scaled
coordinate would be G2:
• Solution through Composite Transformation
•
• Now, apply this resultant transformation matrix condition
over the coordinates:
• For coordinate O[0 0 0], the new Scaled coordinate
would be O3:
• A TRIANGLE PQR is defined by P(3,3,7),Q(3,5,7),R(5,3,7) rotate the
triangle by angle 55 about a line (x-1)/6=(y-4)/3=z/2. find the
coordinates of transformed triangle.