OK.
So welcome for our computer graphics lecture.
And we are right now right in the middle
of speaking about transformations.
I think I told you that a large part of the rendering pipeline
is transforming coordinates from one coordinate system
to the other, and thus to map geometry, which is typically
a triangle mesh, to screen space.
And you also learned that we have a very nice machinery
to describe that.
And that is using homogeneous coordinates and matrices
to describe all these single steps of our transformations.
And in general, with such homogeneous matrices,
we are able to describe projective mappings, which
we will come to later on, maybe today, or I hope today.
But we are right now looking at a subclass
of these transformations, and that's affine mappings.
And affine mappings essentially are just
changes of coordinate systems.
So it's a linear mapping and a translation.
And we looked at certain classes of these affine mappings.
And right now, we are looking into rotations.
And rotations is a special kind of coordinate system
transformation, because it just transforms
to a new coordinate system, which again is orthonormal.
So objects are not deformed under these transformations.
And that's why it's a particular interesting and important type
of transformation.
And in fact, it is necessary to look
at this, because our current way to describe this,
and that is using a matrix, is not the best one
to describe these transformations.
It's perfect if you want to use that in your rendering pipeline
to map objects.
But for instance, if interpolation is required,
or user input is required to describe such a rotation,
then we need other representations.
And yeah, so for the case of matrices,
essentially if we assume a rotation around the origin,
then we have nine degrees of freedom.
That's essentially the linear part of the transformation.
But six of these entries are fixed due to some constraints.
And that's very unintuitive.
We are in a nine-dimensional space,
and we take a three-dimensional subset of this.
For user interfaces, that's not very good to use.
And an alternative or a more intuitive way
are Euler angles.
So probably the most easy or accessible example
is the typical way that is used in aeronautics,
Presenters
Zugänglich über
Offener Zugang
Dauer
01:29:36 Min
Aufnahmedatum
2013-11-12
Hochgeladen am
2019-04-05 09:09:03
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