3-D Transformations
3-D Transformations
(x, y, z)
- 3D vectors are expressed as coordinate triples that define a relative location.

- Defining a coordinate system requires four 3D vectors:
1 to locate the origin
1 X unit vector
1 Y unit vector
1 Z unit vector - A new coordinate system can therfore be expressed via a 4 x 3 transforamtion matrix
- Homogeneous transforms or 4 x 4 matrices are sometimes used
- Multiple transforms can be expressed by multiplying matrices for the component tranforms together, so that any number of nested transforms can ultimately be collapsed into a single transformation matrix
- Hardware can do matrix multiplications very quickly

- Since matrix multiplication is not commutative, the order in which transformations are applied can be significant
Basic transformation set

- Translate

- Scale

- Rotate

- Rotation axis can be arbitrarily defined in space (i.e. not one of the three coordinate axes)
- Transformations often are used within modeling operations
- Rotation - rotational sweep
- Translation - extrusion
- Translation in object space - extrude along a path
- Scaling - reflection
- Modeling transformations can affect normals
Non-linear transformations - deformations
- Coordinate locations are transformed according to math functions

- Both geometry and cameras are positioned with local coordinate systems within the global coordinate system of the scene
- Transforming either will affect the location of objects as they appear on the image plane.
Scene Graphs

- Directed Acyclic Graphs (DAG)
- Heirarchical structure used to describe entire scenes within several common "scene graph" APIs
(e.g. JAVA3D, VRML, Performer, Inventor)

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