geometrical transformation in computer graphics
geometrical transformation
Geometrical transformation in computer graphics refers to the manipulation of objects' positions, sizes,
orientations, or shapes within a digital environment. These transformations are crucial for achieving
desired visual effects, animations, or representations. Here are some common types of geometrical
transformations:
1. Translation: Translation involves shifting an object from one position to
another along specified
directions by certain distances. In 2D graphics, this typically means moving objects horizontally and
vertically, while in 3D graphics, it extends to movements along the x, y, and z axes.
2. Rotation: Rotation alters the orientation of an object by turning it
around a fixed point, axis, or
origin. In 2D graphics, objects rotate clockwise or counterclockwise by specified angles, while in 3D
graphics, rotations occur in three-dimensional space around the x, y, and z axes.
3. Scaling: Scaling adjusts the size of an object by enlarging or reducing
its dimensions along each
axis. It involves multiplying or dividing the coordinates of the object's vertices by scaling factors along
the x, y, and z axes. Scaling can result in uniform scaling (maintaining aspect ratio) or non-uniform
scaling (changing aspect ratio).
4. Shearing: Shearing distorts the shape of an object by skewing it along one
or more axes. It involves
shifting the coordinates of the object's vertices in a linear manner along specific directions, causing the
object to deform.
5. Reflection: Reflection mirrors an object across a specified line or plane,
known as the mirror line
or reflection axis. This transformation creates a mirrored image of the object on the opposite side of the
mirror line.
6. Projection: Projection converts 3D objects into 2D representations for
display on a 2D surface, such
as a computer screen. Common projection methods include perspective projection, orthogonal projection, and
oblique projection, each producing different visual effects.
Geometrical transformations are fundamental to computer graphics, used extensively in graphics software,
video games, virtual reality applications, architectural visualization, and various other fields where
digital representations of objects are required.
Homogeneous Coordinates
Homogeneous coordinates and matrix representation play crucial roles in 2D transformations in computer
graphics. Let's delve into each concept:
Homogeneous coordinates provide a mathematical framework for representing points in 2D space, including
points at infinity, in a consistent manner. In homogeneous coordinates, a 2D point (x, y) is represented
as ((xh , yh , wh )), where (xh = x.wh),
(yh = y.wh ), and (wh ) is a non-zero
scaling factor. This representation allows for the representation of translations as well as perspective
transformations, which are challenging to represent using Cartesian coordinates alone. Homogeneous
coordinates also facilitate the use of matrices for representing transformations.
Matrix Representation of 2D Transformations
Matrices provide a concise and efficient way to represent 2D transformations such as translation, rotation, scaling, shearing, and reflection. Each transformation is represented by a 3x3 transformation matrix. The typical form of a 2D transformation matrix is:
a | b | tx |
c | d | ty |
0 | 0 | 1 |
Where:
- (a) and (d) represent scaling factors for the x and y axes, respectively.
- (b) and (c) represent shearing factors.
- (tx) and (ty) represent translation amounts along the x and y axes, respectively.
For example:
- Translation by (dx) units in the x-direction and (dy) units in the y-direction is represented as:
1 | 0 | dx |
0 | 1 | dy |
0 | 0 | 1 |
- Rotation by angle θ around the origin is represented as:
cosθ | -sinθ | 0 |
sinθ | cosθ | 0 |
0 | 0 | 1 |
- Scaling by factors (sx) and (sy) along the x and y axes, respectively, is represented as:
sx | 0 | 0 |
0 | sy | 0 |
0 | 0 | 1 |
To apply a transformation to a point represented in homogeneous coordinates, you multiply the transformation
matrix by the point's homogeneous coordinate vector.
Using matrices for 2D transformations offers advantages such as efficient computation, easy combination of
multiple transformations, and compatibility with hardware graphics pipelines.
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