Using the rightmost column: Using the rightmost column: Using the rightmost column: Using the rightmost column:

Homogeneous Coordinates Q: How can we represent translation as a 3x3 matrix? Q: How can we represent translation as a 3x3 matrix? A: Using the rightmost column: A: Using the rightmost column: Q: How can we represent translation as a 3x3 matrix? Q: How can we represent translation as a 3x3 matrix? A: Using the rightmost column: A: Using the rightmost column:            1 1 1 y x t t ranslation T y x t y y t x x     Translation Example of translation Example of translation   Example of translation Example of translation                                               1 1 1 1 1 1 y x y x t y t x y x t t y x t x = 2 t y = 1 Homogeneous Coordinates Homogeneous Coordinates Homogeneous Coordinates Homogeneous Coordinates Homogeneous Coordinates Add a 3rd coordinate to every 2D point Add a 3rd coordinate to every 2D point • x, y, w represents a point at location xw, yw x, y, w represents a point at location xw, yw • x, y, 0 represents a point at infinity x, y, 0 represents a point at infinity • 0, 0, 0 is not allowed 0, 0, 0 is not allowed Add a 3rd coordinate to every 2D point Add a 3rd coordinate to every 2D point • x, y, w represents a point at location xw, yw x, y, w represents a point at location xw, yw • x, y, 0 represents a point at infinity x, y, 0 represents a point at infinity • 0, 0, 0 is not allowed 0, 0, 0 is not allowed Convenient coordinate system to represent many useful transformations 1 2 1 2 2,1,1 or 4,2,2 or 6,3,3 x y Basic 2D Transformations Basic 2D transformations as 3x3 matrices Basic 2D transformations as 3x3 matrices Basic 2D transformations as 3x3 matrices Basic 2D transformations as 3x3 matrices                                     1 1 cos sin sin cos 1 y x y x                                1 1 1 1 1 y x t t y x y x                                1 1 1 1 1 y x sh sh y x y x Translate Rotate Shear                                1 1 1 y x s s y x y x Scale Affine Transformations Affine transformations are combinations of … Affine transformations are combinations of … • Linear transformations, and Linear transformations, and • Translations Translations Properties of affine transformations: Properties of affine transformations: • Origin does not necessarily map to origin Origin does not necessarily map to origin • Lines map to lines Lines map to lines • Parallel lines remain parallel Parallel lines remain parallel • Ratios are preserved Ratios are preserved • Closed under composition Closed under composition Affine transformations are combinations of … Affine transformations are combinations of … • Linear transformations, and Linear transformations, and • Translations Translations Properties of affine transformations: Properties of affine transformations: • Origin does not necessarily map to origin Origin does not necessarily map to origin • Lines map to lines Lines map to lines • Parallel lines remain parallel Parallel lines remain parallel • Ratios are preserved Ratios are preserved • Closed under composition Closed under composition                          w y x f e d c b a w y x 1 Projective Transformations Projective transformations … Projective transformations … • Affine transformations, and Affine transformations, and • Projective warps Projective warps Properties of projective transformations: Properties of projective transformations: • Origin does not necessarily map to origin Origin does not necessarily map to origin • Lines map to lines Lines map to lines • Parallel lines do not necessarily remain parallel Parallel lines do not necessarily remain parallel • Ratios are not preserved Ratios are not preserved • Closed under composition Closed under composition Projective transformations … Projective transformations … • Affine transformations, and Affine transformations, and • Projective warps Projective warps Properties of projective transformations: Properties of projective transformations: • Origin does not necessarily map to origin Origin does not necessarily map to origin • Lines map to lines Lines map to lines • Parallel lines do not necessarily remain parallel Parallel lines do not necessarily remain parallel • Ratios are not preserved Ratios are not preserved • Closed under composition Closed under composition                          w y x i h g f e d c b a w y x Overview 2D Transformations 2D Transformations • Basic 2D transformations Basic 2D transformations • Matrix representation Matrix representation • Matrix composition Matrix composition 3D Transformations 3D Transformations • Basic 3D transformations Basic 3D transformations • Same as 2D Same as 2D 2D Transformations 2D Transformations • Basic 2D transformations Basic 2D transformations • Matrix representation Matrix representation • Matrix composition Matrix composition 3D Transformations 3D Transformations • Basic 3D transformations Basic 3D transformations • Same as 2D Same as 2D Matrix Composition Transformations can be combined by Transformations can be combined by matrix multiplication matrix multiplication Transformations can be combined by Transformations can be combined by matrix multiplication matrix multiplication                                                       w y x sy sx ty tx w y x 1 1 cos sin sin cos 1 1 1 p’ = Tt x ,t y R Ss x ,s y p Matrix Composition Matrices are a convenient and efficient way to Matrices are a convenient and efficient way to represent a sequence of transformations represent a sequence of transformations • General purpose representation General purpose representation • Hardware matrix multiply Hardware matrix multiply Matrices are a convenient and efficient way to Matrices are a convenient and efficient way to represent a sequence of transformations represent a sequence of transformations • General purpose representation General purpose representation • Hardware matrix multiply Hardware matrix multiply p’ = T R Sp p’ = TRS p Matrix Composition Be aware: order of transformations matters Be aware: order of transformations matters – Matrix multiplication is not commutative Matrix multiplication is not commutative Be aware: order of transformations matters Be aware: order of transformations matters – Matrix multiplication is not commutative Matrix multiplication is not commutative p’ = T R S p “Global” “Local” Matrix Composition What if we want to rotate What if we want to rotate and and translate? translate? • Ex: Ex: Rotate line segment by 45 degrees about endpoint Rotate line segment by 45 degrees about endpoint a a and lengthen and lengthen What if we want to rotate What if we want to rotate and and translate? translate? • Ex: Ex: Rotate line segment by 45 degrees about endpoint Rotate line segment by 45 degrees about endpoint a a and lengthen and lengthen a a Multiplication Order – Wrong Way Our line is defined by two endpoints Our line is defined by two endpoints • Applying a rotation of 45 degrees, R45, affects both points Applying a rotation of 45 degrees, R45, affects both points • We could try to translate both endpoints to return endpoint We could try to translate both endpoints to return endpoint a a to its to its original position, but by how much? original position, but by how much? Our line is defined by two endpoints Our line is defined by two endpoints • Applying a rotation of 45 degrees, R45, affects both points Applying a rotation of 45 degrees, R45, affects both points • We could try to translate both endpoints to return endpoint We could try to translate both endpoints to return endpoint a a to its to its original position, but by how much? original position, but by how much? Wrong Correct T-3 R45 T3 R45 a a a Multiplication Order - Correct Isolate endpoint Isolate endpoint a a from rotation effects from rotation effects • First translate line so First translate line so a a is at origin: T -3 is at origin: T -3 • Then rotate line 45 degrees: R45 Then rotate line 45 degrees: R45 • Then translate back so Then translate back so a a is where it was: T3 is where it was: T3 Isolate endpoint Isolate endpoint a a from rotation effects from rotation effects • First translate line so First translate line so a a is at origin: T -3 is at origin: T -3 • Then rotate line 45 degrees: R45 Then rotate line 45 degrees: R45 • Then translate back so Then translate back so a a is where it was: T3 is where it was: T3 a a a a Will this sequence of operations work? Will this sequence of operations work? Will this sequence of operations work? Will this sequence of operations work? Matrix Composition                                                      1 1 1 1 3 1 1 45 cos 45 sin 45 sin 45 cos 1 1 3 1 y x y x a a a a Matrix Composition After correctly ordering the matrices After correctly ordering the matrices Multiply matrices together Multiply matrices together What results is one matrix – What results is one matrix – store it on stack store it on stack Multiply this matrix by the vector of each vertex Multiply this matrix by the vector of each vertex All vertices easily transformed with one matrix All vertices easily transformed with one matrix multiply multiply After correctly ordering the matrices After correctly ordering the matrices Multiply matrices together Multiply matrices together What results is one matrix – What results is one matrix – store it on stack store it on stack Multiply this matrix by the vector of each vertex Multiply this matrix by the vector of each vertex All vertices easily transformed with one matrix All vertices easily transformed with one matrix multiply multiply Overview 2D Transformations 2D Transformations • Basic 2D transformations Basic 2D transformations • Matrix representation Matrix representation • Matrix composition Matrix composition 3D Transformations 3D Transformations • Basic 3D transformations Basic 3D transformations • Same as 2D Same as 2D 2D Transformations 2D Transformations • Basic 2D transformations Basic 2D transformations • Matrix representation Matrix representation • Matrix composition Matrix composition 3D Transformations 3D Transformations • Basic 3D transformations Basic 3D transformations • Same as 2D Same as 2D 3D Transformations Same idea as 2D transformations Same idea as 2D transformations • Homogeneous coordinates: x,y,z,w Homogeneous coordinates: x,y,z,w • 4x4 transformation matrices 4x4 transformation matrices Same idea as 2D transformations Same idea as 2D transformations • Homogeneous coordinates: x,y,z,w Homogeneous coordinates: x,y,z,w • 4x4 transformation matrices 4x4 transformation matrices                                w z y x p o n m l k j i h g f e d c b a w z y x Basic 3D Transformations                                w z y x w z y x 1 1 1 1                                      w z y x t t t w z y x z y x 1 1 1 1                                      w z y x s s s w z y x z y x 1                                w z y x w z y x 1 1 1 1 Identity Scale Translation Mirror about YZ plane Basic 3D Transformations                                     w z y x w z y x 1 1 cos sin sin cos Rotate around Z axis:                                           w z y x w z y x 1 cos sin 1 sin cos Rotate around Y axis:                                     w z y x w z y x 1 cos sin sin cos 1 Rotate around X axis: Reverse Rotations Q: How do you undo a rotation of Q: How do you undo a rotation of

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