CSE 5542 Real Time Rendering Week 5 SlidesSome

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CSE 5542 - Real Time Rendering Week 5

CSE 5542 - Real Time Rendering Week 5

Slides(Some) Courtesy – E. Angel and D. Shreiner

Slides(Some) Courtesy – E. Angel and D. Shreiner

Much Content …

Much Content …

What ? 4

What ? 4

Transformations

Transformations

Where in Open. GL ?

Where in Open. GL ?

In Vertex Shader

In Vertex Shader

Typical Transform

Typical Transform

Scaling

Scaling

Scaling Expand or contract along each axis (fixed point of origin) x’=sxx y’=syx z’=szx

Scaling Expand or contract along each axis (fixed point of origin) x’=sxx y’=syx z’=szx p’=Sp S = S(sx, sy, sz) = 10

Linear Transform - Scaling

Linear Transform - Scaling

Scaling – This will do ! 2 x 2 3 x 3

Scaling – This will do ! 2 x 2 3 x 3

As Matrices

As Matrices

Reflection corresponds to negative scale factors sx = -1 sy = 1 original sx

Reflection corresponds to negative scale factors sx = -1 sy = 1 original sx = -1 sy = -1 sx = 1 sy = -1 14

Rotation

Rotation

Rotation (2 D) Consider rotation about the origin by q degrees – radius stays

Rotation (2 D) Consider rotation about the origin by q degrees – radius stays the same, angle increases by q x = r cos (f + q) y = r sin (f + q) x’=x cos q –y sin q y’ = x sin q + y cos q x = r cos f y = r sin f 16

Rotation about z axis • Rotation about z axis in three dimensions leaves all

Rotation about z axis • Rotation about z axis in three dimensions leaves all points with the same z – Equivalent to rotation in two dimensions in planes of constant z x’=x cos q –y sin q y’ = x sin q + y cos q z’ =z – or in homogeneous coordinates p’=Rz(q)p 17

Rotation Matrix R = Rz(q) = 18

Rotation Matrix R = Rz(q) = 18

Example

Example

X- & Y-axes Same argument as for rotation about z axis For rotation about

X- & Y-axes Same argument as for rotation about z axis For rotation about x axis, x is unchanged For rotation about y axis, y is unchanged R = Rx(q) = Ry(q) = 20

Linear Spaces

Linear Spaces

Recap: Linear Independence A set of vectors v 1, v 2, …, vn is

Recap: Linear Independence A set of vectors v 1, v 2, …, vn is linearly independent if a 1 v 1+a 2 v 2+. . anvn=0 iff a 1=a 2=…=0 22

Recap: Coordinate Systems • • A basis v 1, v 2, …. , vn

Recap: Coordinate Systems • • A basis v 1, v 2, …. , vn A vector is written v=a 1 v 1+ a 2 v 2 +…. +anvn Scalars {a 1, a 2, …. An}- representation of v given basis Representation as a row or column array of scalars a=[a 1 23 a 2 …. an]T=

Change of Coordinate System • Consider two representations of same vector with respect to

Change of Coordinate System • Consider two representations of same vector with respect to two different bases: a=[a 1 a 2 a 3 ] b=[b 1 b 2 b 3] where v=a 1 v 1+ a 2 v 2 +a 3 v 3 = [a 1 a 2 a 3] [v 1 v 2 v 3] T =b u +b u = [b b b ] [u u u ] T 1 1 24 2 2 3 3 1 2 3

Second in Terms of First Each of the basis vectors, u 1, u 2,

Second in Terms of First Each of the basis vectors, u 1, u 2, u 3, are vectors that can be represented in terms of the first basis u 1 = g 11 v 1+g 12 v 2+g 13 v 3 u 2 = g 21 v 1+g 22 v 2+g 23 v 3 u 3 = g 31 v 1+g 32 v 2+g 33 v 3 25 v

Recap: Matrix Form The coefficients define a 3 x 3 matrix M= and the

Recap: Matrix Form The coefficients define a 3 x 3 matrix M= and the bases can be related by a=MTb 26

Translation • Move (translate, displace) a point to a new location P’ d P

Translation • Move (translate, displace) a point to a new location P’ d P • Displacement determined by a vector d – Three degrees of freedom – P’=P+d 27

Translating in 3 D object 28 translation: every point displaced by same vector

Translating in 3 D object 28 translation: every point displaced by same vector

Translation

Translation

With 2 D/3 D Vectors

With 2 D/3 D Vectors

In Matrix Form

In Matrix Form

As Matrices

As Matrices

As Code

As Code

Homogenous Coordinates

Homogenous Coordinates

Homogenous Coordinates

Homogenous Coordinates

Allows Linearity

Allows Linearity

Homogeneous Coordinates Homogeneous coordinates for [x y z]: p =[x’ y’ z’ w] T

Homogeneous Coordinates Homogeneous coordinates for [x y z]: p =[x’ y’ z’ w] T =[wx wy wz w] T Three dimensional point (for w 0) by x x’/w, y y’/w, z z’/w If w=0, the representation is that of a vector Replaces points in 3 D by lines through origin in 4 D dimensions For w=1, the representation of a point is [x y z 1] 37

In Computer Graphics Homogeneous coordinates key – All standard transformations: rotation, translation, scaling. –

In Computer Graphics Homogeneous coordinates key – All standard transformations: rotation, translation, scaling. – Implemented matrix multiplications with 4 x 4 matrices – Hardware pipeline works with 4 D representations – Orthographic viewing: w=0 – vectors & w=1 – points – For perspective we need a perspective division 38

Recap: Frames • A coordinate system is insufficient for points • Origin & basis

Recap: Frames • A coordinate system is insufficient for points • Origin & basis vectors form a frame v 2 P 0 v 3 39 v 1

Recap : Unified Representation • Frame determined by (P 0, v 1, v 2,

Recap : Unified Representation • Frame determined by (P 0, v 1, v 2, v 3) • For this frame, every vector can be written as v=a 1 v 1+ a 2 v 2 +…. +anvn • Every point can be written as P = P 0 + b 1 v 1+ b 2 v 2 +…. +bnvn 40

Recap : Unified Representation Since 0 • P = 0 and 1 • P

Recap : Unified Representation Since 0 • P = 0 and 1 • P =P v=a 1 v 1+ a 2 v 2 +a 3 v 3 = [a 1 a 2 a 3 0 ] [v 1 v 2 v 3 P 0] T P = P 0 + b 1 v 1+ b 2 v 2 +b 3 v 3= [b 1 b 2 b 3 1 ] [v 1 v 2 v 3 P 0] T Thus we obtain the four-dimensional homogeneous coordinate representation v = [a 1 a 2 a 3 0 ] T p = [b 1 b 2 b 3 1 ] T 41

Change of Frames • We can apply a similar process in homogeneous coordinates to

Change of Frames • We can apply a similar process in homogeneous coordinates to the representations of both points and vectors Consider two frames: (P 0, v 1, v 2, v 3) (Q 0, u 1, u 2, u 3) v 2 P 0 u 2 u 1 Q 0 v 1 u 3 v 3 • Any point or vector can be represented in either frame • We can represent Q 0, u 1, u 2, u 3 in terms of P 0, v 1, v 2, v 3 42

One Frame in Terms of Other Extending what we did with change of bases

One Frame in Terms of Other Extending what we did with change of bases u 1 = g 11 v 1+g 12 v 2+g 13 v 3 u 2 = g 21 v 1+g 22 v 2+g 23 v 3 u 3 = g 31 v 1+g 32 v 2+g 33 v 3 Q 0 = g 41 v 1+g 42 v 2+g 43 v 3 +g 44 P 0 defining a 4 x 4 matrix M= 43

Working with Representations Within the two frames any point or vector has a representation

Working with Representations Within the two frames any point or vector has a representation of the same form a=[a 1 a 2 a 3 a 4 ] in the first frame b=[b 1 b 2 b 3 b 4 ] in the second frame where a 4 = b 4 = 1 for points and a 4 = b 4 = 0 for vectors and a=MTb The matrix M is 4 x 4 and specifies an affine transformation in homogeneous coordinates 44

Affine Transformations • Every linear transformation is equivalent to a change in frames •

Affine Transformations • Every linear transformation is equivalent to a change in frames • Every affine transformation preserves lines • However, an affine transformation has only 12 degrees of freedom because 4 of the elements in the matrix are fixed and are a subset of all possible 4 x 4 linear transformations 45

General Structure

General Structure

Inverses • Can compute inverses use simple geometric observations – Translation: T-1(dx, dy, dz)

Inverses • Can compute inverses use simple geometric observations – Translation: T-1(dx, dy, dz) = T(-dx, -dy, -dz) – Rotation: R -1(q) = R(-q) • Holds for any rotation matrix • Note that since cos(-q) = cos(q) and sin(-q)=-sin(q) R -1(q) = R T(q) – Scaling: S-1(sx, sy, sz) = S(1/sx, 1/sy, 1/sz) 47

Concatenation • We can form arbitrary affine transformation matrices by multiplying together rotation, translation,

Concatenation • We can form arbitrary affine transformation matrices by multiplying together rotation, translation, and scaling matrices • Since same transformation is applied to many vertices, the cost of forming a matrix M=ABCD is not significant compared to the cost of computing Mp for many vertices p 48

In-situ Transformations

In-situ Transformations

In Place Scaling

In Place Scaling

As Opposed To

As Opposed To

As Matrices and code

As Matrices and code

Fixed Point Other Than Origin Move fixed point to origin Rotate Move fixed point

Fixed Point Other Than Origin Move fixed point to origin Rotate Move fixed point back M = T(pf) R(q) T(-pf) 54

Order of Transformations • Note that matrix on the right is the first applied

Order of Transformations • Note that matrix on the right is the first applied • Mathematically, the following are equivalent p’ = ABCp = A(B(Cp)) • In terms of column matrices p’T = p. TCTBTAT 55

In Shaders uniform mat 4 View. T, View. R, Model. T, Model. R, Model.

In Shaders uniform mat 4 View. T, View. R, Model. T, Model. R, Model. S, Project; in vec 4 Vertex; void main() { gl_Position = Project * Model. S * Model. R * Model. T * View. R * View. T * Vertex; }

General Rotation About Origin A rotation by q about an arbitrary axis can be

General Rotation About Origin A rotation by q about an arbitrary axis can be decomposed into the concatenation of rotations about the x, y, and z axes R(q) = Rz(qz) Ry(qy) Rx(qx) qx qy qz are called the Euler angles y Note that rotations do not commute We can use rotations in another order but with different angles 57 z q v x

Shear • Helpful to add one more basic transformation • Equivalent to pulling faces

Shear • Helpful to add one more basic transformation • Equivalent to pulling faces in opposite directions 59

Shear Matrix Consider simple shear along x axis x’ = x + y cot

Shear Matrix Consider simple shear along x axis x’ = x + y cot q y’ = y z’ = z H(q) = 60

Viewing Transform

Viewing Transform

World & Camera Frames • Changes in frame are then defined by 4 x

World & Camera Frames • Changes in frame are then defined by 4 x 4 matrices • In Open. GL, base frame is the world frame • Represent entities in the camera frame by changing world representation using model-view matrix • Initially these frames are the same (M=I) 62

Steps

Steps

Moving the Camera If objects are on both sides of z=0, move camera frame

Moving the Camera If objects are on both sides of z=0, move camera frame M= 65

Perspective P is defined as long as l ≠ r, t ≠ b, and

Perspective P is defined as long as l ≠ r, t ≠ b, and n ≠ f.

Details

Details

To Note z values will end up at 1. 0 ! Lose information about

To Note z values will end up at 1. 0 ! Lose information about depth No scaling result to the [– 1. 0, 1. 0] range

Two Cases Symmetric, centered frustum, where z-axis is centered in the cone Asymmetric frustum-

Two Cases Symmetric, centered frustum, where z-axis is centered in the cone Asymmetric frustum- view thru a window and near it, but not toward its middle

Symmetric Case • Project points in frustum onto near plane • Line from (0,

Symmetric Case • Project points in frustum onto near plane • Line from (0, 0, 0) makes ratio of z to x same, and same for z to y for all points • xproj = x · znear, yproj = y · znear • Scale window size to [– 1. 0, 1. 0]

Symmetric Case

Symmetric Case

Asymmetric

Asymmetric

Parallel Viewing P is defined as long as l ≠ r, t ≠ b,

Parallel Viewing P is defined as long as l ≠ r, t ≠ b, and n ≠ f.

Details

Details

Symmetric

Symmetric

Asymmetric

Asymmetric