0% found this document useful (0 votes)
10 views10 pages

3D Transformations in Computer Graphics

Chapter 5 discusses 3D transformations, which are essential for object manipulation in 3D space, including translation, rotation, and scaling. It covers coordinate systems, specifically right-handed and left-handed systems, and introduces homogeneous coordinates for representing 3D points. The chapter also explains how to compose transformations to rotate objects around arbitrary axes using a series of translation and rotation steps.

Uploaded by

tmpandian5229
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
10 views10 pages

3D Transformations in Computer Graphics

Chapter 5 discusses 3D transformations, which are essential for object manipulation in 3D space, including translation, rotation, and scaling. It covers coordinate systems, specifically right-handed and left-handed systems, and introduces homogeneous coordinates for representing 3D points. The chapter also explains how to compose transformations to rotate objects around arbitrary axes using a series of translation and rotation steps.

Uploaded by

tmpandian5229
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Chapter

Chapter 5 5

Chapter 5. 3D Transformations
5.1 Introductions
5.2 Coordinate systems. Homogenous coordinates
5.3 3D transformation matrices
5.4 Composing transformations

Computer Graphics Chapter 5. 3D Transformations 1


5.1 Introduction

• 3D transformations are common in:

– Object manipulation in 3D space


• Translation, rotating and scaling

– A help when visualizing objects

Computer Graphics Chapter 5. 3D Transformations 2


5.2 Coordinate systems. Homogenous coordinates

– Coordinate systems can be


• Right-handed (the one we are going to use in the transformations)
• Left-handed

Z axis points outside the paper Z axis points inside the paper

left-handed

right-handed

Computer Graphics Chapter 5. 3D Transformations 3


5.2 Coordinate systems. Homogenous coordinates

• As it was done in 2D, homogenous coordinates are used


– A 3D point (x, y, z) is represented by (x, y, z, w) and as column vector
– Transformation matrices will be, therefore, 4x4
– Matrices will pre-multiply the input points

Computer Graphics Chapter 5. 3D Transformations 4


5.3 3D transformation matrices
• Translation • Rotation
– X axis

• Scaling – Y axis

– Z axis

Computer Graphics Chapter 5. 3D Transformations 5


5.3 3D transformation matrices

Example:

Y
0010
Ry(Π/2) = 0100
-1 0 0 0
0001

(1,0,0)

0 1
X
0 0
Π/2 Ry(Π/2) =
1 0
Z 1 1

Computer Graphics Chapter 5. 3D Transformations 6


5.4 Composing transformations
• In order to rotate around an arbitrary axis, the following steps have to be carried out:
– A translation to force the axis to pass through origin
– Rotate the axis in order to match it with one of the main coordinate axes
– Carry out the desired rotation around the main coordinate axis
– Apply the reverse rotations in order to leave the axis to its original orientation
– Apply reverse translation in order to leave the axis to its original position

Y Y Y Y

Eje de rotación

X X X X

Z Z Z
Z

Computer Graphics Chapter 5. 3D Transformations 7


5.4 Composing transformations

Example
Y Y

P3

P3
P2

P1
P1

P2
Z Z
INITIAL POSITION X FINAL POSITION X

Steps:
1. Translate P1 to origin
2. Rotate around Y, so P1P2 is over the plane (Y,Z)
3. Rotate around X, so P1P2 matches Z axis
4. Rotate over Z, so P1P3 is over the plane (Y,Z)

Computer Graphics Chapter 5. 3D Transformations 8


5.4 Composing transformations

• Translating P1 (x1,y1,z1) to origin Y

1 0 0 -x1
P3’
0 1 0 -y1
T= 0 0 1 -z1
0 0 0 1
P2’ (x2’,y2’,z2’)
P1’

θ
D1
Z
X
(x2’,0,z2’)

• Rotate around Y an angle of -(90 - θ)


cos(θ - 90) = senθ = z2’/D1 = (z2 - z1)/D1
sen(θ - 90) = -cosθ = -x2’/D1 = -(x2 - x1)/D1
where
D1 = (z2’)2 + (x2’)2 = (z2 - z1)2 + (x2 - x1)2

Computer Graphics Chapter 5. 3D Transformations 9


5.4 Composing transformations
• Rotating around X Y

y2’’
P2’’
D2

φ P1’’

Z z2’’
X
Y
• Rotating around Z

y3’’’
P3’’’ α

D3

P1’’’ x3’’’

Z P2’’’
X

Computer Graphics Chapter 5. 3D Transformations 10

You might also like