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Computer Graphics Transformations Guide

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0% found this document useful (0 votes)
13 views19 pages

Computer Graphics Transformations Guide

Uploaded by

Deepak Singh
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

UNIT­II

Transformations
Transformations Definition:­Computer Graphics provide the facility of viewing object
from different angles. The architect can study building from different angles i.e.

1. Front Evaluation
2. Side elevation
3. Top plan
A Cartographer can change the size of charts and topographical maps. So if graphics images are
coded as numbers, the numbers can be stored in memory. These numbers are modified by
mathematical operations called as Transformation.
The purpose of using computers for drawing is to provide facility to user to view the object from
different angles, enlarging or reducing the scale or shape of object called as Transformation.

Two essential aspects of transformation are given below:

1. Each transformation is a single entity. It can be denoted by a unique name or symbol.

2. It is possible to combine two transformations, after connecting a single transformation is


obtained, e.g., A is a transformation for translation. The B transformation performs
scaling. The combination of two is C=AB. So C is obtained by concatenation property.

There are two complementary points of view for describing object transformation.

1. Geometric Transformation: The object itself is transformed relative to the coordinate


system or background. The mathematical statement of this viewpoint is defined by
geometric transformations applied to each point of the object.

2. Coordinate Transformation: The object is held stationary while the coordinate system is
transformed relative to the object. This effect is attained through the application of
coordinate transformations.

An example that helps to distinguish these two viewpoints:

The movement of an automobile against a scenic background we can simulate this by

o Moving the automobile while keeping the background fixed-(Geometric Transformation)

o We can keep the car fixed while moving the background scenery- (Coordinate
Transformation)

Types of Transformations:
1. Translation

2. Scaling
3. Rotating

4. Reflection

5. Shearing

1. Translation
It is the straight line movement of an object from one position to another is called Translation.
Here the object is positioned from one coordinate location to another.

Translation of point:
To translate a point from coordinate position (x, y) to another (x1 y1), we add algebraically the
translation distances Tx and Ty to original coordinate.

x1=x+Tx
y1=y+Ty

The translation pair (Tx,Ty) is called as shift vector.

Translation is a movement of objects without deformation. Every position or point is translated


by the same amount. When the straight line is translated, then it will be drawn using endpoints.

For translating polygon, each vertex of the polygon is converted to a new position. Similarly,
curved objects are translated. To change the position of the circle or ellipse its center
coordinates are transformed, then the object is drawn using new coordinates.

Let P is a point with coordinates (x, y). It will be translated as (x1 y1).
Matrix for Translation:

2. Scaling:
It is used to alter or change the size of objects. The change is done using scaling factors. There
are two scaling factors, i.e. Sx in x direction Sy in y-direction. If the original position is x and y.
Scaling factors are Sx and Sy then the value of coordinates after scaling will be x1 and y1.

If the picture to be enlarged to twice its original size then Sx = Sy =2. If Sxand Sy are not equal
then scaling will occur but it will elongate or distort the picture.

If scaling factors are less than one, then the size of the object will be reduced. If scaling factors
are higher than one, then the size of the object will be enlarged.

If Sxand Syare equal it is also called as Uniform Scaling. If not equal then called as Differential
Scaling. If scaling factors with values less than one will move the object closer to coordinate
origin, while a value higher than one will move coordinate position farther from origin.

Enlargement: If T1= ,If (x1 y1)is original position and T1is translation vector then
(x2 y2) are coordinated after scaling

The image will be enlarged two times


Reduction: If T1= . If (x1 y1) is original position and T1 is translation vector,
then (x2 y2) are coordinates after scaling
Matrix for Scaling:

Example: Prove that 2D Scaling transformations are commutative i.e, S1 S2=S2 S1.

Solution: S1 and S2 are scaling matrices


3. Rotation:
It is a process of changing the angle of the object. Rotation can be clockwise or anticlockwise.
For rotation, we have to specify the angle of rotation and rotation point. Rotation point is also
called a pivot point. It is print about which object is rotated.
Types of Rotation:
1. Anticlockwise

2. Counterclockwise

The positive value of the pivot point (rotation angle) rotates an object in a counter-clockwise
(anti-clockwise) direction.

The negative value of the pivot point (rotation angle) rotates an object in a clockwise
direction.

When the object is rotated, then every point of the object is rotated by the same angle.

Straight Line: Straight Line is rotated by the endpoints with the same angle and redrawing
the line between new endpoints.
Polygon: Polygon is rotated by shifting every vertex using the same rotational angle.
Curved Lines: Curved Lines are rotated by repositioning of all points and drawing of the
curve at new positions.
Circle: It can be obtained by center position by the specified angle.
Ellipse: Its rotation can be obtained by rotating major and minor axis of an ellipse by the
desired angle.
Matrix for rotation is a clockwise direction.

Matrix for rotation is an anticlockwise direction.

Matrix for homogeneous co-ordinate rotation (clockwise)

Matrix for homogeneous co-ordinate rotation (anticlockwise)


Example1: Prove that 2D rotations about the origin are commutative i.e. R1 R2=R2 R1.

Solution: R1 and R2are rotation matrices


Example2: Rotate a line CD whose endpoints are (3, 4) and (12, 15) about origin through a 45°
anticlockwise direction.

Solution: The point C (3, 4)


4. Reflection:
It is a transformation which produces a mirror image of an object. The mirror image can be
either about x-axis or y-axis. The object is rotated by180°.

Types of Reflection:
1. Reflection about the x-axis

2. Reflection about the y-axis

3. Reflection about an axis perpendicular to xy plane and passing through the origin

4. Reflection about line y=x

1. Reflection about x-axis: The object can be reflected about x-axis with the help of the
following matrix

In this transformation value of x will remain same whereas the value of y will become negative.
Following figures shows the reflection of the object axis. The object will lie another side of the x-
axis.

2. Reflection about y-axis: The object can be reflected about y-axis with the help of following
transformation matrix

Here the values of x will be reversed, whereas the value of y will remain the same. The object
will lie another side of the y-axis.

The following figure shows the reflection about the y-axis


3. Reflection about an axis perpendicular to xy plane and passing through origin:
In the matrix of this transformation is given below

In this value of x and y both will be reversed. This is also called as half revolution about the
origin.

4. Reflection about line y=x: The object may be reflected about line y = x with the help of
following transformation matrix
First of all, the object is rotated at 45°. The direction of rotation is clockwise. After it reflection is
done concerning x-axis. The last step is the rotation of y=x back to its original position that is
counterclockwise at 45°.

Example: A triangle ABC is given. The coordinates of A, B, C are given as

A (3 4)
B (6 4)
C (4 8)

Find reflected position of triangle i.e., to the x-axis.

Solution:
The a point coordinates after reflection

The b point coordinates after reflection

The coordinate of point c after reflection

a (3, 4) becomes a1 (3, -4)


b (6, 4) becomes b1 (6, -4)
c (4, 8) becomes c1 (4, -8)

5. Shearing:
It is transformation which changes the shape of object. The sliding of layers of object occur. The
shear can be in one direction or in two directions.

Shearing in the X-direction: In this horizontal shearing sliding of layers occur. The
homogeneous matrix for shearing in the x-direction is shown below:
Shearing in the Y-direction: Here shearing is done by sliding along vertical or y-axis.

Shearing in X-Y directions: Here layers will be slided in both x as well as y direction. The
sliding will be in horizontal as well as vertical direction. The shape of the object will be distorted.
The matrix of shear in both directions is given by:

Matrix Representation of 2D Transformation


Homogeneous Coordinates
The rotation of a point, straight line or an entire image on the screen, about a point other than
origin, is achieved by first moving the image until the point of rotation occupies the origin, then
performing rotation, then finally moving the image to its original position.
The moving of an image from one place to another in a straight line is called a translation. A
translation may be done by adding or subtracting to each point, the amount, by which picture is
required to be shifted.
Translation of point by the change of coordinate cannot be combined with other transformation
by using simple matrix application. Such a combination is essential if we wish to rotate an image
about a point other than origin by translation, rotation again translation.
To combine these three transformations into a single transformation, homogeneous coordinates
are used. In homogeneous coordinate system, two-dimensional coordinate positions (x, y) are
represented by triple-coordinates.
Homogeneous coordinates are generally used in design and construction applications. Here we
perform translations, rotations, scaling to fit the picture into proper position.
Example of representing coordinates into a homogeneous coordinate system: For two-
dimensional geometric transformation, we can choose homogeneous parameter h to any non-
zero value. For our convenience take it as one. Each two-dimensional position is then
represented with homogeneous coordinates (x, y, 1).

Following are matrix for two-dimensional transformation in homogeneous


coordinate:
Composite Transformation:
A number of transformations or sequence of transformations can be combined into single one
called as composition. The resulting matrix is called as composite matrix. The process of
combining is called as concatenation.
Suppose we want to perform rotation about an arbitrary point, then we can perform it by the
sequence of three transformations
1. Translation
2. Rotation
3. Reverse Translation
The ordering sequence of these numbers of transformations must not be changed. If a matrix is
represented in column form, then the composite transformation is performed by multiplying
matrix in order from right to left side. The output obtained from the previous matrix is multiplied
with the new coming matrix.

Example showing composite transformations:


The enlargement is with respect to center. For this following sequence of transformations will be
performed and all will be combined to a single one
Step1: The object is kept at its position as in fig (a)
Step2: The object is translated so that its center coincides with the origin as in fig (b)
Step3: Scaling of an object by keeping the object at origin is done in fig (c)
Step4: Again translation is done. This second translation is called a reverse translation. It will
position the object at the origin location.
Above transformation can be represented as [Link]-1
Advantage of composition or concatenation of matrix:
1. It transformations become compact.

2. The number of operations will be reduced.

3. Rules used for defining transformation in form of equations are complex as compared to
matrix.

Composition of two translations:


Let t1 t2 t3 t4are translation vectors. They are two translations P1 and P2. The matrix of P1 and
P2 given below. The P1 and P2are represented using Homogeneous matrices and P will be the
final transformation matrix obtained after multiplication.

Above resultant matrix show that two successive translations are additive.

Composition of two Rotations: Two Rotations are also additive

Composition of two Scaling: The composition of two scaling is multiplicative. Let S11 and S12are
matrix to be multiplied.

Common questions

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The composition of scaling transformations is multiplicative because scaling impacts the size of an object by multiplying the coordinates by scaling factors. When applying successive scaling transformations, the overall effect is equivalent to multiplying individual scaling factors together to obtain the new size .

Transformations in computer graphics effectively allow architects to visualize structures from multiple angles (front, side, top) enhancing their understanding and design quality. Similarly, cartographers can efficiently scale maps to different sizes, aiding in detailed analysis and data representation. These transformation capabilities streamline workflows, enabling precision and versatility in both design and interpretation .

Homogeneous coordinates are used because they allow the combination of translation with other transformations like rotation and scaling, which is not possible using simple matrix application. This is essential when a transformation, such as rotation about a point other than the origin, requires composite transformation operations .

When rotating an object about a point other than the origin, the process involves translating the object so that the rotation point aligns with the origin, applying the rotation, and then applying a reverse translation to return the object to its original position relative to the chosen point. This technique allows for precise control over the orientation and placement of objects in design and visualization applications .

Translation transformations involve an addition operation which cannot be directly combined with scaling or rotation using simple matrices, as they are based on multiplication. To integrate these transformations, homogeneous coordinates are used, which allow translation to be incorporated within a matrix, facilitating the combination with other transformation matrices .

When scaling factors Sx and Sy are equal, the transformation is called Uniform Scaling, which enlarges or reduces the size of the object proportionally in both directions, without distorting its shape. Conversely, when Sx and Sy differ, Differential Scaling occurs, which changes the object's shape as well as its size, causing elongation or compression along the axes, thereby distorting the picture .

Translation vectors, denoted as (Tx, Ty), define the distances in the x and y directions respectively by which to translate an object. They are crucial for determining the new position of each point of the object during the translation process, ensuring that every point is shifted uniformly by the same amount .

Shearing in the x-direction causes a horizontal displacement of object layers, making them slide over each other horizontally while maintaining their original vertical coordinates. Conversely, shearing in the y-direction displaces the object layers vertically, with the horizontal coordinates unchanged, effectively sliding the layers in a vertical fashion. When shearing in both directions, the layers are displaced diagonally .

Geometric transformations involve moving the automobile while keeping the background fixed, whereas coordinate transformations keep the automobile stationary while moving the background scenery .

An object can be reflected about the x-axis, the y-axis, an axis perpendicular to the xy-plane through the origin, or the line y=x. Reflection about the x-axis inverts the y-coordinates, making objects lie on the opposite side of the axis. Similarly, reflection about the y-axis inverts the x-coordinates. Reflection through the origin negates both the x and y coordinates, flipping the object entirely. Reflection about the line y=x involves initially rotating the object 45°, reflecting it, and then reversing the rotation .

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