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3D Transformation

The document discusses various 3D geometric transformations including translation, rotation, scaling, and shearing. It defines transformations between coordinate systems and describes transformations around coordinate axes as well as arbitrary axes.

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midhuna
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0% found this document useful (0 votes)
47 views

3D Transformation

The document discusses various 3D geometric transformations including translation, rotation, scaling, and shearing. It defines transformations between coordinate systems and describes transformations around coordinate axes as well as arbitrary axes.

Uploaded by

midhuna
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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Three Dimensional

Geometric
Transformations
3D Point
 We will consider points as column vectors.
Thus, a typical point with coordinates (x, y, z)
is represented as:

 x
 y
 
 z 
3D Point Homogenous Coordinate
 A 3D point P is represented in homogeneous
coordinates by a 4-dim. Vector:

 x
 y
P 
z
 
1 
3D Point Homogenous Coordinate

 We don't lose anything


 x
 The main advantage: it is easier to  y
compose translation and rotation  
 Everything is matrix multiplication z
 
1 
3D Coordinate Systems
 Right Hand  Left Hand coordinate
coordinate system: system:
3D Transformation
 In homogeneous coordinates, 3D
transformations are represented by 4×4
matrixes:
a b c t
x

d e f t 
 y

g h i t
z
 
0 0 0 1
3D Translation
3D Translation
 P is translated to P' by:  x  1 0 0 t x   x 
 y   0 1 0 t   y 
P  T  P   y  

 z   0 0 1 t z   z 
     
 1  0 0 0 1   1 

x  x  t x

y  y  t y

z  z  t z
3D Translation
 An object is translated in 3D dimensional by
transforming each of the defining points of the
objects .
3D Translation
 An Object represented as a set of polygon surfaces,
is translated by translate each vertex of each surface
and redraw the polygon facets in the new position.

x ' , y ' , z ' 


T  t x , t y , t z 
x , y , z 

 Inverse Translation: T (t , t , t )  T (t ,t ,t )


1
x y z x y z
3D Rotation
3D Rotation
 In general, rotations are specified by a rotation
axis and an angle.
angle In two-dimensions there is
only one choice of a rotation axis that leaves
points in the plane.

 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.
3D Rotation
 The easiest rotation axes are those that parallel to
the coordinate axis.
Coordinate Axis
Rotations
Coordinate Axis Rotations
 Z-axis rotation: For z axis same as 2D rotation:
 x' cos   sin  0 0  x 
 y '  sin  cos  0 0  y 
  
 z'  0 0 1 0  z 
     
1  0 0 0 1  1 

P  R z ( )  P
Coordinate Axis Rotations
 Obtain rotations around other axes through
cyclic permutation of coordinate parameters:
x yzx
Coordinate Axis Rotations
 X-axis rotation:
 x '  1 0 0 0  x 
 y ' 0 cos   sin  0  y 
   
 z '  0 sin  cos  0  z 
     
 1  0 0 0 1  1 

P  R ()  P
x
Coordinate Axis Rotations
 Y-axis rotation:  x'  cos  0 sin  0  x 
 y '  0 1 0 0  y 
   
 z '   sin  0 cos  0  z 
     
1  0 0 0 1  1 

P  R ()  P
y
General Three Dimensional
Rotations
General Three Dimensional Rotations
Rotation axis parallel with coordinate axis (Example x axis):

P  T 1
 R x (θ)  T  P
General Three Dimensional Rotations
An arbitrary axis (with the rotation axis projected onto the Z
axis):
y y y
P2 P2
P1 P1
P1
x x P2 x
z z z
y y y
P2 P2

P1 P1 P1

P2 x x x

z z z

R (θ)  T 1  R x 1 (α )  R y1 (β )  R z (θ)  R y (β )  R x (α )  T


General Three Dimensional Rotations
R (θ)  T 1  R x 1 (α)  R y1 (β)  R z (θ)  R y (β)  R x (α)  T
 A rotation matrix for any axis that does not coincide
with a coordinate axis can be set up as a composite
transformation involving combination of translations
and the coordinate-axes rotations:
1. Translate the object so that the rotation axis passes through the
coordinate origin
2. Rotate the object so that the axis rotation coincides with one of
the coordinate axes
3. Perform the specified rotation about that coordinate axis
4. Apply inverse rotation axis back to its original orientation
5. Apply the inverse translation to bring the rotation axis back to its
original position
Other way to look at
rotation
Roll, Pitch, Yaw
Roll, Pitch, Yaw

 Imagine three lines running through an


airplane and intersecting at right
angles at the airplane's center of
gravity.
Roll
 Roll: rotation around the front-to-back
axis.
PITCH
 PITCH: Rotation around the side-to-side
axis
YAW
 YAW: Rotation around the vertical axis.
3D Scaling
3D Scaling
 About origin: Changes the size of the object and
repositions the object relative to the coordinate origin.

 x s x 0 0 0  x 
 y   0 sy 0 0  y 
  
 z  0 0 sz 0  z 
     
1 0 0 0 1  1 
x  x  S x

P  S  P y  y  S y

z  x  S z
y y

z x z x
3D Scaling
 About any fixed point:
T( x f , y f , z f )  S ( s x , s y , s z )  T(  x f ,  y f ,  z f )

sx 0 0 (1  s x ) x f 
0 s 0 (1  s y ) y f 
 y

0 0 s z (1  s z ) z f 
 
0 0 0 1 
Composite
3D Transformations
Composite 3D Transformations

 Same way as in two dimensions:


 Multiply matrices
 Rightmost term in matrix product is the first
transformation to be applied
3D Reflections
3D Reflections
 About an axis: equivalent to 180˚rotation
about that axis
 About a plane: A reflection through the xy
plane:  x  1 0 0 0   x 
 y  0 1 0 0  y 
   
  z  0 0  1 0  z 
     
 1  0 0 0 1  1 
 A reflections through the xz and the yz
planes are defined similarly.
3D 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 z ref


3D Shearing

1 0 shzx  shzx  z ref 


0 1 shzy  shzy  z ref 
M zshear 
0 0 1 0 
 
0 0 0 1 
Transformations
Between
Coordinate Systems
Transformations Between Coordinate systems

 Translate such that the origins overlap


 Rotate such that the axes overlap
y u ' x1 u ' x 2 u'x3 0
u ' u' y 2 u' y3 0
y'
R  T   y1  T  x0 , y0 , z0 
 u ' z1 u ' z 2 u'z3 0
 
 0 0 0 1 uy '
( x0 , y0 , z0 ) ux ' x'
(0,0,0) x
uz '

z z'

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