Docsity
Docsity

Prepare for your exams
Prepare for your exams

Study with the several resources on Docsity


Earn points to download
Earn points to download

Earn points by helping other students or get them with a premium plan


Guidelines and tips
Guidelines and tips

3D Computer Graphics Lecture: Rotation and Transformations, Slides of Computer Graphics

An in-depth explanation of rotation transformations in 3d computer graphics. It covers the concepts of rotation around different axes (roll, pitch, and yaw), the need for knowing rotation angles, and the mathematical formulas for rotating a point. The document also discusses the use of homogeneous coordinates for rotation representation.

Typology: Slides

2011/2012

Uploaded on 11/09/2012

bacha
bacha 🇮🇳

4.3

(41)

215 documents

1 / 85

Toggle sidebar

This page cannot be seen from the preview

Don't miss anything!

bg1
Computer
Graphics
Lecture 18
Docsity.com
pf3
pf4
pf5
pf8
pf9
pfa
pfd
pfe
pff
pf12
pf13
pf14
pf15
pf16
pf17
pf18
pf19
pf1a
pf1b
pf1c
pf1d
pf1e
pf1f
pf20
pf21
pf22
pf23
pf24
pf25
pf26
pf27
pf28
pf29
pf2a
pf2b
pf2c
pf2d
pf2e
pf2f
pf30
pf31
pf32
pf33
pf34
pf35
pf36
pf37
pf38
pf39
pf3a
pf3b
pf3c
pf3d
pf3e
pf3f
pf40
pf41
pf42
pf43
pf44
pf45
pf46
pf47
pf48
pf49
pf4a
pf4b
pf4c
pf4d
pf4e
pf4f
pf50
pf51
pf52
pf53
pf54
pf55

Partial preview of the text

Download 3D Computer Graphics Lecture: Rotation and Transformations and more Slides Computer Graphics in PDF only on Docsity!

Computer

Graphics

Lecture 18

3-D

Transformations-II

Normalization

Note that the process of

moving the points so that

the POV is at the origin

looking down the +Z axis

is called normalization.

For Rotation

Rotating a point requires

that we know:

    1. the coordinates for the

point, and

    1. the rotation angles

Rotating a Point

Repositions an object along a

circular path in xy-plane

Rotation Angle θ

Rotation Point (x (^) r , y (^) r )

θ is +ve  counterclockwise

rotation

θ is -ve  clockwise rotation

θ is zero ?

Replacing r cos Ф with x and

r sin Ф with y, we have:

x = x cos θ – y sin θ

and

y = x sin θ + y cos θ

Column vector representation:

P′ = R. P

Where

 

  

 −

θ θ

θ θ sin cos

cos sin R (^)  

  

y

xP

  

'

' ' y

x P

… Now in 3D

Rotation can be about any of

the three axes:

About z-axis (i.e. in xy plane)

About x-axis (i.e. in yz plane)

About y-axis (i.e. in xz plane)

Roll : around z-axis

Yaw: around y-axis

Rotation about z-axis

(i.e. in xy plane):

  • x = x cos θ – y sin θ
  • y = x sin θ + y cos θ
  • z’ = z

Alright, but what about

rotations w.r.t. other

axes?

Cyclic Permutations of Coordinate Axes

Cyclic permutation