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orvalho
introduction
rigid body transformations non-rigid body transformations
introduction
rigid body transformations
rotation
translation
introduction
non-rigid body transformations
introduction
what can you do with transformations?
introduction
what can you do with transformations? rotate translate stretch shrink wrap etc.
(move around)
transform
transform: operation that takes an attribute: points, vectors or colors converts them in some way
http://www.lohmueller.business.t-online.de/pov_tut/trans/scale1t.jpg
http://www.ltutech.com
examples
Textures >
http://www.youtube.com/watch?v=QNJMz5xqEuE&feature=related
3D Object >
http://www.youtube.com/watch?v=de7tOeiMcLc
OpenGL transformations
view modeling modelview projection viewport specifies the location of the viewer or camera moves objects around scene describes the duality of viewing and modeling transformations clips and sizes the viewing volume scales final output to the window
OpenGL transformations
view modeling modelview projection viewport specifies the location of the viewer or camera moves objects around scene describes the duality of viewing and modeling transformations clips and sizes the viewing volume scales final output to the window
in homogeneous coordinates
modelview matrix
in homogeneous coordinates
modelview matrix
xe ye ze we
transformed eye coordinates
in homogeneous coordinates
modelview matrix
xe ye ze we
transformed eye coordinates
projection matrix
in homogeneous coordinates
modelview matrix
xe ye ze we
transformed eye coordinates
projection matrix
xc yc zc wc
clip coordinates
in homogeneous coordinates
modelview matrix
xe ye ze we
transformed eye coordinates
projection matrix
xc yc zc wc
clip coordinates
perspective matrix
in homogeneous coordinates
modelview matrix
xe ye ze we
transformed eye coordinates
projection matrix
xc yc zc wc
clip coordinates
perspective matrix
in homogeneous coordinates
modelview matrix
xe ye ze we
transformed eye coordinates
projection matrix
xc yc zc wc
clip coordinates
perspective matrix
in homogeneous coordinates
modelview matrix
xe ye ze we
transformed eye coordinates
projection matrix
xc yc zc wc
clip coordinates
perspective matrix
window coordinates
in homogeneous coordinates
2x
glPopMatrix()
Example: http://www.gamedev.net/reference/articles/article1267.asp
When to use Push and Pop ? if parts of a model depend on one another. Moving one part, causes other parts to move
Models MUST be arranged as a tree data structure e.g. a simple robot arm
Example: http://www.gamedev.net/reference/articles/article1267.asp
questions