2 D Transformation
2 D Transformation
2D Transformation
Basic transformations Matrix Representations and Homogeneous Coordinates Composite Transformations Other transformations : Reflection & Shear Transformations Between Coordinate systems
Why Transformations?
In graphics, once we have an object described, transformations are used to move that object, scale it and rotate it
2D Transformation
Point representation
Two way to represent point in 2D 1. column vector (a 2x1 matrix) to represent a 2D point x y 2. Row Vector(a 1x2 matrix)
Translation
Re-position a point along a straight line Given a point (x,y), and the translation distance (tx,ty)
The new point: (x, y) x = x + tx y = y + ty
(x,y)
ty
(x,y)
tx
OR
P = P + T
where
P =
x y
p=
x y
T=
tx ty
Use 3 x 1 vector
x y 1
1 0 0
0 1 0
tx ty 1
x y 1
Translation
Midpoint transformation
2D Rotation
Rotation
(x,y) -> Rotate about the origin by q (x, y) How to compute (x, y) ? x = r cos (f) y = r sin (f) x = r cos (f + q) y = r sin (f + q)
q (x,y)
r
f
(x,y)
Rotation
x = r cos (f) y = r sin (f) x = r cos (f + q) y = r sin (f + q) x = r cos (f + q) = r cos(f) cos(q) r sin(f) sin(q) = x cos(q) y sin(q) y = r sin (f + q) = r sin(f) cos(q) + r cos(f)sin(q) = y cos(q) + x sin(q)
q (x,y)
r
f
(x,y)
Rotation
x = x cos(q) y sin(q) y = y cos(q) + x sin(q) Matrix form? x y 3 x 3?
= q (x,y)
r
f
(x,y)
cos(q) sin(q)
-sin(q) cos(q)
x y
cos(q) sin(q)
-sin(q) cos(q)
x y
q
(x,y) (x,y) f
x y 1
cos(q) sin(q) 0
-sin(q) cos(q) 0
0 0 1
x y 1
Rotation
Reflection
The reflection about y axis i.e. x=0 For reflection about the line y=x For reflection about the line y=-x
2D Scaling
Scale: Alter the size of an object by a scaling factor (Sx, Sy), i.e. x = x . Sx y = y . Sy x y = Sx 0 0 Sy x y
(4,4) (2,2) (1,1) Sx = 2, Sy = 2 (2,2)
2D Scaling
(4,4) (2,2) (1,1) Sx = 2, Sy = 2 (2,2)
Not only the object size is changed, it also moved!! Usually this is an undesirable effect We will discuss later (soon) how to fix it
x y 1
Sx 0 0
0 Sy 0
0 0 1
x * y 1
Translation: x = x y y Rotation:
tx ty
Scaling:
Sx 0
0 Sy
x y
Translation:
x y 1 x y 1 x y 1
1 0 0 cos(q) sin(q) 0 Sx 0 0 0 Sy 0
0 1 0
tx ty 1
x y 1
Rotation:
-sin(q) cos(q) 0 0 0 1
0 x 0 * y 1 1 x * y 1
Scaling:
So that we can perform all transformations using matrix/vector multiplications This allows us to pre-multiply all the matrices together The point (x,y) needs to be represented as (x,y,1) -> this is called Homogeneous coordinates!
Rotation Revisit
The standard rotation matrix is used to rotate about the origin (0,0)
cos(q) sin(q) 0 -sin(q) cos(q) 0 0 0 1
Translate the object so that P will coincide with the origin: T(-xr, -yr) Rotate the object: R(q) Translate the object back to its original position: T(xr,yr)
(px,py)
Translate the object so that P will coincide with the origin: T(-px, -py) Rotate the object: R(q) Translate the object back: T(px,py)
T(px,py) R(q) T(-px, -py)
*P
x y 1
1 0 -px 0 1 -py 0 0 1
Translate the line as well as the object so that line passes through the origin. Rotate the line and object about the origin Reflect the object through the coordinate axis Apply the inverse rotation about the origin to shift the line at translated position Apply inverse translation , move line to its original position.
Scaling Revisit
Translate the object so that P will coincide with the origin: T(-px, -py) Rotate the object: S(sx, sy) Translate the object back: T(px,py)
(px,py)
Shearing
A transformation that distorts the shape of an object such that transformed shape appears as if object were composed of internal layers that had been caused to slide over each other is called shearing.
1. 2.
1. Shearing in x
Y coordinates are unaffected, but x cordinates are translated linearly with y That is: x 1 shx 0 x
y = y x = x + shx * h
y = 1
0 1 0 * y 0 0 1 1
Shearing in y
x y = 1 1 0 0 x shy 1 0 * y 0 0 1 1
Interesting Facts:
A 2D rotation is three shears Shearing will not change the area of the object Any 2D shearing can be done by a rotation, followed by a scaling, and followed by a rotation
Affine Transformation
Translation, Scaling, Rotation, Shearing are all affine transformation Affine transformation transformed point P (x,y) is a linear combination of the original point P (x,y), i.e.
x m11 m12 m13 y = m21 m22 m23 1 0 0 1 x y 1
Any 2D affine transformation can be decomposed into a rotation, followed by a scaling, followed by a shearing, and followed by a translation.
Affine matrix = translation x shearing x scaling x rotation
Composing Transformation
Composing Transformation the process of applying several transformation in succession to form one overall transformation If we apply transform a point P using M1 matrix first, and then transform using M2, and then M3, then we have: (M3 x (M2 x (M1 x P ))) = M3 x M2 x M1 x P
(pre-multiply)
Composing Transformation
A x B != B