geometric objects and transformations chapter 4. points, scalars and vectors points - position in...
TRANSCRIPT
![Page 1: Geometric Objects and Transformations Chapter 4. Points, Scalars and Vectors Points - position in space Scalars - real numbers, complex numbers obey](https://reader036.vdocuments.us/reader036/viewer/2022062407/56649e115503460f94afddc6/html5/thumbnails/1.jpg)
Geometric Objects and Transformations
Geometric Objects and Transformations
Chapter 4Chapter 4
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Points, Scalars and Vectors
Points, Scalars and Vectors
Points - position in space Scalars - real numbers, complex
numbers obey a set of rules that are abstractions of arithmetic store values such as distance
Vectors - directed line segment
Points - position in space Scalars - real numbers, complex
numbers obey a set of rules that are abstractions of arithmetic store values such as distance
Vectors - directed line segment
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Vector ArithmeticVector Arithmetic
B = 2A C = A + B
Head to tail rule E = -A
Inverse Zero vector = E + A
B = 2A C = A + B
Head to tail rule E = -A
Inverse Zero vector = E + A
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Point ArithmeticPoint Arithmetic
Can’t add p1 + p2 = p3 Can’t multiply p1 * 2 = p2 What can you do to produce a 2nd
point from a 1st? p1 + V = p2 V = p2 - p1
Can’t add p1 + p2 = p3 Can’t multiply p1 * 2 = p2 What can you do to produce a 2nd
point from a 1st? p1 + V = p2 V = p2 - p1
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Important Vector ConceptsImportant Vector Concepts
Normal Vector A vector at a right angle to a surface. Graphics Usage of Normal Vector
Used to figure out similarity of direction which is necessary for lighting
More precisely, how much light should fall on a surface is calculated by the similarity of the surface normal and the vector between the light source and the surface.
Similarity of direction = vector dot product
Normal Vector A vector at a right angle to a surface. Graphics Usage of Normal Vector
Used to figure out similarity of direction which is necessary for lighting
More precisely, how much light should fall on a surface is calculated by the similarity of the surface normal and the vector between the light source and the surface.
Similarity of direction = vector dot product
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Vector Dot ProductVector Dot Product
For vectors of length 1 (unit vectors), the dot product is the length of the projection of one vector onto the other.
If the dot product = 1: the vectors point in the same direction 0: the vectors are at right angles -1: the vectors point in opposite directions
For vectors of length 1 (unit vectors), the dot product is the length of the projection of one vector onto the other.
If the dot product = 1: the vectors point in the same direction 0: the vectors are at right angles -1: the vectors point in opposite directions
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Vector Cross ProductVector Cross Product
The cross product of two vectors A and B is another vector at right angles to the plane created by A and B
The cross product of two vectors A and B is another vector at right angles to the plane created by A and B
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Defining a Coordinate Space
Defining a Coordinate Space
Need to know 1. The origin (or displacement vector)2. The basis vectors - The direction and distance
for +1 movement along each axis This definition is relative To plot a point
1. Begin at origin2. Travel along the x basis vector [direction]
scaled by x coord, then along the y basis vector scaled by the y coord, then finally along the z basis vector scaled by the z coord.
Need to know 1. The origin (or displacement vector)2. The basis vectors - The direction and distance
for +1 movement along each axis This definition is relative To plot a point
1. Begin at origin2. Travel along the x basis vector [direction]
scaled by x coord, then along the y basis vector scaled by the y coord, then finally along the z basis vector scaled by the z coord.
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TransformationsTransformations
Prior to rendering: view, locate and orient eye / camera position 3D geometry
Manage the matrices including the matrix stack
Combine (composite) transformations
Prior to rendering: view, locate and orient eye / camera position 3D geometry
Manage the matrices including the matrix stack
Combine (composite) transformations
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Camera AnalogyCamera Analogy
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Stages of Vertex TransformationStages of Vertex Transformation
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TransformationsTransformations
45-degree counterclockwise rotation about the origin around the z-axis
a translation down the x-axis
45-degree counterclockwise rotation about the origin around the z-axis
a translation down the x-axis
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Order of TransformationsOrder of Transformations
transformed vertex is NMLv transformed vertex is NMLv
glMatrixMode(GL_MODELVIEW);glLoadIdentity();glMultMatrixf(N); /* apply transformation N */glMultMatrixf(M); /* apply transformation M */glMultMatrixf(L); /* apply transformation L */glBegin(GL_POINTS);
glVertex3f(v); /* draw transformed vertex v */glEnd();
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TranslationTranslation
void glTranslate{fd} (TYPE x, TYPE y, TYPE z);
Multiplies the current matrix by a matrix that moves (translates) an object by the given x, y, and z values
void glTranslate{fd} (TYPE x, TYPE y, TYPE z);
Multiplies the current matrix by a matrix that moves (translates) an object by the given x, y, and z values
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RotationRotation
void glRotate{fd}(TYPE angle, TYPE x, TYPE y, TYPE z);
Multiplies the current matrix by a matrix that rotates an object in a counterclockwise direction about the ray from the origin through the point (x, y, z). The angle parameter specifies the angle of rotation in degrees.
void glRotate{fd}(TYPE angle, TYPE x, TYPE y, TYPE z);
Multiplies the current matrix by a matrix that rotates an object in a counterclockwise direction about the ray from the origin through the point (x, y, z). The angle parameter specifies the angle of rotation in degrees.
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ScaleScale
void glScale{fd} (TYPEx, TYPE y, TYPEz);
Multiplies the current matrix by a matrix that stretches, shrinks, or reflects an object along the axes.
void glScale{fd} (TYPEx, TYPE y, TYPEz);
Multiplies the current matrix by a matrix that stretches, shrinks, or reflects an object along the axes.
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VectorsVectors
1 2 32 + 3 = 53 4 7
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MatricesMatrices
Rectangular array of numbers A vector in 3 space is a n x 1
matrix or column vector. Multiplication
Rectangular array of numbers A vector in 3 space is a n x 1
matrix or column vector. Multiplication
1 0 0 00 1 0 0 x 0 0 0 00 0 1/k 1
Cos α 0 sin α 0 0 1 0 m-sin α 0 cos α n 0 0 0 1
131
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Matrix MultiplicationMatrix Multiplication
A is an n x m matrix with entries aij
B is an m x p matrix with entries bij
AB is an n x p matrix with entries cij
m
cij = ais bsj
s=1
A is an n x m matrix with entries aij
B is an m x p matrix with entries bij
AB is an n x p matrix with entries cij
m
cij = ais bsj
s=1
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2D Transformations2D Transformations
Translation: Pf = T + Pxf = xo + dx
yf = yo + dy Rotation: Pf = R · P
xf = xo * cos - yo *sin
yf = xo * sin + yo *cos Scale: Pf = S · P
xf = sx * xo
yf = sy * yo
Translation: Pf = T + Pxf = xo + dx
yf = yo + dy Rotation: Pf = R · P
xf = xo * cos - yo *sin
yf = xo * sin + yo *cos Scale: Pf = S · P
xf = sx * xo
yf = sy * yo
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Homogeneous CoordinatesHomogeneous Coordinates
Want to treat all transforms in a consistent way so they can be combined easily
Developed in geometry (‘46 in cambridge) and applied to graphics
Add a third coordinate to a point (x, y, w) (x1, y1, w1) is the same point as (x2, y2,
w2) if one is a multiple of another Homogenize a point by dividing by w
Want to treat all transforms in a consistent way so they can be combined easily
Developed in geometry (‘46 in cambridge) and applied to graphics
Add a third coordinate to a point (x, y, w) (x1, y1, w1) is the same point as (x2, y2,
w2) if one is a multiple of another Homogenize a point by dividing by w
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Homogeneous CoordinatesHomogeneous Coordinates
1 0 dx x
0 1 dy · y
0 0 1 1
1 * x + 0 * y + dx * 10 * x + 1 * y + dy * 10 * x + 0 * y + 1 * 1
1 0 dx x
0 1 dy · y
0 0 1 1
1 * x + 0 * y + dx * 10 * x + 1 * y + dy * 10 * x + 0 * y + 1 * 1
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Homogeneous CoordinatesHomogeneous Coordinates
1 0 dx x
0 1 dy · y
0 0 1 1
1 0 dx x
0 1 dy · y
0 0 1 1
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Homogeneous CoordinatesHomogeneous Coordinates
sx 0 0 x
0 sy 0 · y
0 0 1 1
sx 0 0 x
0 sy 0 · y
0 0 1 1
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Homogeneous CoordinatesHomogeneous Coordinates
Cos -sin 0 x
sin cos 0 · y
0 0 1 1
Cos -sin 0 x
sin cos 0 · y
0 0 1 1
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Homogeneous CoordinatesHomogeneous Coordinates
1 0 0 x x
0 1 0 · y = y
0 0 1 1 1
Identity Maxtrix x point p = point p
1 0 0 x x
0 1 0 · y = y
0 0 1 1 1
Identity Maxtrix x point p = point p
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Combining 2D TransformationsCombining 2D
Transformations Rotate a house about the origin Rotate the house about one of its
corners translate so that a corner of the
house is at the origin rotate the house about the origin translate so that the corner returns to
its original position
Rotate a house about the origin Rotate the house about one of its
corners translate so that a corner of the
house is at the origin rotate the house about the origin translate so that the corner returns to
its original position
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OpenGL BuffersOpenGL Buffers
Color can be divided into front and back for
double buffering Alpha Depth Stencil Accumulation
Color can be divided into front and back for
double buffering Alpha Depth Stencil Accumulation
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Double BufferingDouble Buffering
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Animating Using Double Buffering
Animating Using Double Buffering
Request a double buffered color bufferglutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE);
Clear color buffer glClear(GL_COLOR_BUFFER_BIT);
Render Scene Request swap of front and back buffers
glutSwapBuffers();
Repeat steps 2-4 for animation.
Request a double buffered color bufferglutInitDisplayMode (GLUT_RGB | GLUT_DOUBLE);
Clear color buffer glClear(GL_COLOR_BUFFER_BIT);
Render Scene Request swap of front and back buffers
glutSwapBuffers();
Repeat steps 2-4 for animation.
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Depth BufferingDepth Buffering
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3D Coords --> Raster coords
3D Coords --> Raster coords
Transformations Clipping Viewport transformation.
Transformations Clipping Viewport transformation.
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GLUT SolidsGLUT Solids
Sphere Cube Cone Torus Dodecahedron Octahedron Tetrahedron Icosahedron Teapot
Sphere Cube Cone Torus Dodecahedron Octahedron Tetrahedron Icosahedron Teapot
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glutSolidSphere and glutWireSphere
glutSolidSphere and glutWireSphere
void glutSolidSphere(GLdouble radius, GLint slices, GLint stacks);
radius - The radius of the sphere. slices - The number of subdivisions
around the Z axis (similar to lines of longitude).
stacks - The number of subdivisions along the Z axis (similar to lines of latitude).
void glutSolidSphere(GLdouble radius, GLint slices, GLint stacks);
radius - The radius of the sphere. slices - The number of subdivisions
around the Z axis (similar to lines of longitude).
stacks - The number of subdivisions along the Z axis (similar to lines of latitude).
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glutSolidCube and glutWireCube
glutSolidCube and glutWireCube
void glutSolidCube(GLdouble size);
size – length of sides
void glutSolidCube(GLdouble size);
size – length of sides
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glutSolidCone and glutWireCone
glutSolidCone and glutWireCone
void glutSolidCone(GLdouble base, GLdouble height, GLint slices, GLint stacks);
base - The radius of the base of the cone. height - The height of the cone. slices - The number of subdivisions around the
Z axis. stacks - The number of subdivisions along the
Z axis.
void glutSolidCone(GLdouble base, GLdouble height, GLint slices, GLint stacks);
base - The radius of the base of the cone. height - The height of the cone. slices - The number of subdivisions around the
Z axis. stacks - The number of subdivisions along the
Z axis.
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glutSolidTorus and glutWireTorus
glutSolidTorus and glutWireTorus
void glutSolidTorus(GLdouble innerRadius,GLdouble outerRadius, GLint nsides, GLint rings);
innerRadius - Inner radius of the torus. outerRadius - Outer radius of the torus. nsides - Number of sides for each radial
section. rings - Number of radial divisions for
the torus.
void glutSolidTorus(GLdouble innerRadius,GLdouble outerRadius, GLint nsides, GLint rings);
innerRadius - Inner radius of the torus. outerRadius - Outer radius of the torus. nsides - Number of sides for each radial
section. rings - Number of radial divisions for
the torus.
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glutSolidDodecahedron and
glutWireDodecahedron
glutSolidDodecahedron and
glutWireDodecahedron
void glutSolidDodecahedron(void);
void glutSolidDodecahedron(void);
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glutSolidOctahedron and glutWireOctahedron .
glutSolidOctahedron and glutWireOctahedron .
void glutSolidOctahedron(void);
void glutSolidOctahedron(void);
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glutSolidTetrahedron and glutWireTetrahedron
glutSolidTetrahedron and glutWireTetrahedron
void glutSolidTetrahedron(void);
void glutSolidTetrahedron(void);
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glutSolidIcosahedron and glutWireIcosahedron
glutSolidIcosahedron and glutWireIcosahedron
void glutSolidIcosahedron(void); void glutSolidIcosahedron(void);
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glutSolidTeapot and glutWireTeapot
glutSolidTeapot and glutWireTeapot
void glutSolidTeapot(GLdouble size);
size - Relative size of the teapot.
void glutSolidTeapot(GLdouble size);
size - Relative size of the teapot.
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HomeworkHomework
Project part 2 due 2/19 Turn in a program that, at a
minimum, draws your initial scene.
Project part 2 due 2/19 Turn in a program that, at a
minimum, draws your initial scene.