The computer graphics.
So we are right now in the middle of the section on transformations.
So on Tuesday I started describing affine transformations and I explained how we can
use homogeneous coordinates to have a nice way to describe affine transformations using
matrices, 4x4 matrices.
And before we will expand our class of transformations that we're looking at to projective transformations.
Today I would like to have a closer look at a particularly important transformation that
we will use in computer graphics very, very often and that's rotations, 3D rotations.
And so before we look at that I would once again have a look at coordinate system transformations
because we will use that for the rotations all the time.
And I already told you an affine transformation is nothing but a simple transformation to
another coordinate system.
And if we now want to describe such transformations what we can do is that we look at how the
unit vectors or the unit coordinate vectors are transformed and we will see that in these
matrices these vectors appear again and by this we can derive simple constraints on matrices
that have certain properties of our transformations.
So let's look for an example.
So when we speak about coordinate transformations what we always have in mind is that we have
two coordinate systems.
We have a global coordinate system that has its origin, yeah, in the origin.
There's some origin in the world and we have basis vectors x and y.
So these are, our origin is always 0, 0 at coordinate 0, 0.
This is the x-axis and this is the y-axis.
And now we have another local coordinate system.
This has its origin somewhere and it has two new basis vectors u and v. So that would be
an example here.
That's our global coordinate system and now we have a new coordinate system with origin
e and coordinate vectors u and v.
And now a particular point here, p, can be expressed in this coordinate system.
So if we say this point has coordinates 5, 1, this is implicitly meant in this coordinate
system.
But in this coordinate system it has different coordinates.
And so you see in this coordinate system we have to go one step along u and minus two
steps along v.
So the coordinates of that point p in coordinate system u, v here is 1 minus 2 in this new
coordinate system.
And OK, now all affine transformations can also be represented or also always mean such
transformation of coordinates.
And that means we can always compute such a transformation or compute such a matrix
that does this transformation here.
And because we also learned that if we use homogeneous coordinates and describe transformations
using these matrices, the inverse transformation can be described by the inverse matrix.
So that means if we find a matrix that maps new coordinates to old coordinates, the inverse
does it the other way around.
So if we find a transformation from one coordinate system to the other, we also immediately have
the matrix for the other way.
And now that's quite simple.
Because if we look at that example, again, that's our global coordinate system.
Now we have a particular point p in that coordinate, a particular point.
And we have it both in this coordinate system and in this coordinate system.
Presenters
Zugänglich über
Offener Zugang
Dauer
00:41:33 Min
Aufnahmedatum
2013-11-07
Hochgeladen am
2019-04-05 07:09:03
Sprache
de-DE
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Graphik Pipeline
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Clipping
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3D Transformationen
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Hierarchische Display Strukturen
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Perspektive und Projektionen
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Visibilitätsbetrachtungen
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Rastergraphik und Scankonvertierung
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Farbmodelle
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Lokale und globale Beleuchtungsmodelle
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Schattierungsverfahren
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Ray Tracing und Radiosity
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Schatten und Texturen
- P. Shirley: Fundamentals of Computer Graphics. AK Peters Ltd., 2002
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Hearn, M. P. Baker: Computer Graphics with OpenGLD. Pearson
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Foley, van Dam, Feiner, Hughes: Computer Graphics - Principles and Practice
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Rauber: Algorithmen der Computergraphik
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Bungartz, Griebel, Zenger: Einführung in die Computergraphik
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Encarnação, Strasser, Klein: Computer Graphics