1 Geometric Transformations for Computer GraphicsShmuel Wimer Bar Ilan Univ., School of Engineering April 2010
2 2D Translation April 2010
3 2D Rotation April 2010
4 2D Scaling April 2010
5 Homogeneous CoordinatesApril 2010
6 2D Translation 2D Rotation 2D Scaling April 2010
7 Inverse transformations:Composite transformations: Composite translations: April 2010
8 Composite Rotations: Composite Scaling: April 2010
9 General 2D Rotation Move to origin Rotate Move back April 2010
10 General 2D Scaling Move to origin Scale Move back April 2010
11 2D Directional Scaling April 2010
12 2D Reflections April 2010
13 1 2 3 1 2 3 1 2 3 3 1 2 April 2010
14 Geometric Transformations by RasterizationThe transformed shape needs to be filled. A whole scan-line filling is usually in order. However, simple transformations can save new filling by manipulating blocks in the frame buffer. Translation: Move block of pixels of frame buffer into new destination. April 2010
15 90° counterclockwise rotationDestination pixel array Rotated pixel block RGB of destination pixel can be determined by averaging rotated ones (as antialiasing) April 2010
16 Very similar to 2D. Using 4x4 matrices rather than 3x3.3D Transformations Very similar to 2D. Using 4x4 matrices rather than 3x3. Translation April 2010
17 General 3D Rotation Translate the object such that rotation axis passes through the origin. Rotate the object such that rotation axis coincides with one of Cartesian axes. Perform specified rotation about the Cartesian axis. Apply inverse rotation to return rotation axis to original direction. Apply inverse translation to return rotation axis to original position. April 2010
18 April 2010
19 April 2010
20 April 2010
21 April 2010
22 April 2010
23 Efficient 3D Rotations by QuaternionsApril 2010
24 April 2010
25 3D Scaling Enlarging object also moves it from origin April 2010
26 Scaling with respect to a fixed point (not necessarily of object)April 2010