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AEiE0806 Three-dimensional transformation

3D coordinate and matrix fundamentals

  • A 3D point is represented in homogeneous coordinates as \([x\ y\ z\ 1]^T\).
  • Standard 3D transformations use 4x4 matrices.
  • Composite transformation, viewing, and projection are central exam themes.
  • A 3D composite transformation is the matrix product of two or more transformations. With column vectors, the rightmost matrix acts first.

Translation by \((t_x,t_y,t_z)\):

\[ \begin{bmatrix} 1 & 0 & 0 & t_x \\ 0 & 1 & 0 & t_y \\ 0 & 0 & 1 & t_z \\ 0 & 0 & 0 & 1 \end{bmatrix} \]

Scaling by \((s_x,s_y,s_z)\):

\[ \begin{bmatrix} s_x & 0 & 0 & 0 \\ 0 & s_y & 0 & 0 \\ 0 & 0 & s_z & 0 \\ 0 & 0 & 0 & 1 \end{bmatrix} \]

Rotation about x-axis:

\[ R_x=\begin{bmatrix} 1 & 0 & 0 & 0 \\ 0 & \cos\theta & -\sin\theta & 0 \\ 0 & \sin\theta & \cos\theta & 0 \\ 0 & 0 & 0 & 1 \end{bmatrix} \]

Rotation about y-axis:

\[ R_y=\begin{bmatrix} \cos\theta & 0 & \sin\theta & 0 \\ 0 & 1 & 0 & 0 \\ -\sin\theta & 0 & \cos\theta & 0 \\ 0 & 0 & 0 & 1 \end{bmatrix} \]

Rotation about z-axis:

\[ R_z=\begin{bmatrix} \cos\theta & -\sin\theta & 0 & 0 \\ \sin\theta & \cos\theta & 0 & 0 \\ 0 & 0 & 1 & 0 \\ 0 & 0 & 0 & 1 \end{bmatrix} \]

3D pipeline and projection distinctions

  • Reflection about the xy-plane changes the sign of \(z\).
  • Reflection about the yz-plane changes the sign of \(x\).
  • Reflection about the xz-plane changes the sign of \(y\).
  • Shear changes one coordinate in proportion to another coordinate.
  • One x-shear form is \(x'=x+h_{xy}y+h_{xz}z\), with \(y'=y\) and \(z'=z\); analogous y- and z-shears also exist.
  • To rotate around an arbitrary axis or point, first move to a convenient position, rotate, then move back.

Typical conceptual pipeline:

  1. Model coordinates.
  2. World coordinates.
  3. Viewing transformation to eye coordinates.
  4. Clipping in view volume.
  5. Projection to 2D view plane.
  6. Viewport mapping to screen.
Projection Projectors Size with distance Recognition cue
Orthographic Parallel and perpendicular to view plane Constant Engineering drawing style
Oblique Parallel but inclined to view plane Constant depth scale distorted Front face true shape
Perspective Meet at center of projection Farther objects look smaller Realistic depth cue
  • Orthographic is a type of parallel projection.
  • Oblique is also a parallel projection, but projectors are not perpendicular to the view plane.
  • Perspective causes vanishing effects and nonuniform scale with depth.
  • Isometric is a kind of axonometric parallel projection, not perspective.

Recognition cues for 3D transformation

  • "Objects farther away appear smaller" implies perspective.
  • "Front face remains true shape" suggests oblique projection.
  • "Used in multiview engineering drawings" points to orthographic projection.
  • "4x4 matrix" means homogeneous 3D transform, not 2D.

Common traps in 3D transformation

  • Isometric is not perspective.
  • Orthographic and oblique are both parallel projections.
  • Viewing and projection are different stages.
  • Reflection about a coordinate plane changes the sign of the perpendicular coordinate only.

One-step examples for 3D transformation

  • Translating point \((1,2,3)\) by \((2,-1,4)\) gives \((3,1,7)\).
  • Rotating point \((1,0,0)\) about z-axis by \(90^\circ\) gives \((0,1,0)\).
  • Under orthographic projection onto the xy-plane, \((x,y,z)\) maps to \((x,y)\).

Three-dimensional-transformation revision box

3D transforms use 4x4 homogeneous matrices. Projection type is a favorite recognition item: orthographic and oblique are parallel, perspective uses a finite center of projection. Viewing comes before projection in the pipeline.