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=
y
x
y x ) , (
Example:
UNI T 2: P age | 21
ARYA COLLAGE OF ENGINEERING AND INFORMATION TECHNOLOGY
BY MANU GUPTA-09352601453- manukota1@gmail.com
(
=
8 . 4
1 . 2
) 8 . 4 , 1 . 2 (
3.7- Review of matrix operations
Matrix * Vector
(
=
+ =
+ =
(
=
(
1 0
0 1
'
'
'
'
I
dy cx y
by ax x
y
x
d c
b a
y
x
What does the identity do? AI=A
(
(
(
=
+ + =
+ + =
+ + =
(
(
(
(
(
(
=
(
(
(
1 0 0
0 1 0
0 0 1
'
'
'
'
'
'
I
iz hy gx z
fz ey dx y
cz by ax x
z
y
x
i h g
f e d
c b a
z
y
x
Matrix * Matrix
(
+ +
+ +
=
(
=
(
=
dw cy dz cx
bw ay bz ax
B A
w z
y x
B
d c
b a
A
*
,
Does A*B =B*A? NO What does the identity do? AI=A
(
=
1 0
0 1
?
d c
b a
How are Transforms Represented?
x' = ax + by + c
y' = dx + ey + f
(
'
'
y
x
=
(
e d
b a
(
y
x
+
(
f
c
P=MP+T
UNI T 2: P age | 22
ARYA COLLAGE OF ENGINEERING AND INFORMATION TECHNOLOGY
BY MANU GUPTA-09352601453- manukota1@gmail.com
3.8- Different transformation procedures
a. Translation
Translation - repositioning an object along a straight-line path (the translation distance) from one
coordinate location to another.
METHOD
Given
) , (
) , (
y x
d d T
y x P
=
=
We want
x
d x x + =
'
y
d y y + =
'
That is how we do it
(
=
y
x
P
(
=
'
'
'
y
x
P
(
=
y
x
d
d
T
P=P+T
Example:
2 . 8 1 . 4 '
1 . 7 7 . 3 '
) 2 . 8 , 1 . 7 (
+ =
+ =
=
y
x
T
1 . 4 '
4 . 3 '
2 . 8
1 . 7
1 . 4
7 . 3
'
'
=
=
(
+
(
=
(
y
x
y
x
Exercise:
P=(2,4), T=(-1,14), P=(?,?)
P=(8.6,-1), T=(0.4,-0.2), P=(?,?)
P=(0,0), T=(1,0), P=(?,?)
Properties of Translation
T(0,0,0)v = v
T(S
x
,S
y
,S
z
)T(t
x
,t
y
,t
z
) v = T(S
x
+ t
x
,S
y
+ t
y
,S
z
+ t
z
) v
T(S
x
,S
y
,S
z
)T(t
x
,t
y
,t
z
) v = T(t
x
,t
y
,t
z
) T(S
x
,S
y
,S
z
) v
T
-1
(t
x
,t
y
,t
z
) v = T(-t
x
,-t
y
,-t
z
) v
UNI T 2: P age | 23
ARYA COLLAGE OF ENGINEERING AND INFORMATION TECHNOLOGY
BY MANU GUPTA-09352601453- manukota1@gmail.com
b. Scale
Change the size of an original object by certain fectors.
METHOD
Given
) , (
) , (
y x
s s S
y x P
=
=
We want
y s y
x s x
y
x
=
=
'
'
That is how we do it
(
=
(
y
x
s
s
y
x
y
x
0
0
'
'
P=P+T
Example
Given
) 3 , 3 (
) 2 . 2 , 4 . 1 (
=
=
S
P
We want
2 . 2 * 3 '
4 . 1 * 3 '
=
=
y
x
That is how we do it
(
=
(
2 . 2
4 . 1
3 0
0 3
'
'
y
x
6 . 6 '
2 . 4 '
=
=
y
x
Uniform scaling if z y x s s s = =
UNI T 2: P age | 24
ARYA COLLAGE OF ENGINEERING AND INFORMATION TECHNOLOGY
BY MANU GUPTA-09352601453- manukota1@gmail.com
c. Mirror
d. Rotation
METHOD
Given
) (
) , (
| =
=
R
y x p
SO
|
|
sin
cos
r y
r x
=
=
We want
) sin( '
) cos( '
u |
u |
+ =
+ =
r y
r x
As
u u
u u
cos sin '
sin cos '
y x y
y x x
+ =
=
UNI T 2: P age | 25
ARYA COLLAGE OF ENGINEERING AND INFORMATION TECHNOLOGY
BY MANU GUPTA-09352601453- manukota1@gmail.com
u | u | u |
u | u | u |
cos sin sin cos ) sin(
sin sin cos cos ) cos(
+ = +
= +
u | u |
u | u |
cos ) sin ( sin ) cos ( '
sin ) sin ( cos ) cos ( '
r r y
r r x
+ =
=
That is how we do it in matrix notation
(
=
(
y
x
y
x
u u
u u
cos sin
sin cos
'
'
=
P=RP
Example
Q: V(-0.6,0) V(0,-0.6) V(0.6,0.6)
Rotate -30 degrees
Ans V(0,0.6) V(0.3,0.9) V(0,1.2)
e. Window-Viewport Mapping
Given a window and view port, what is the transformation matrix that maps the window from world
coordinates into the view port in screen coordinates? This matrix can be given as a three-step
transformation composition as suggested by the following sequence of pictures:
UNI T 2: P age | 26
ARYA COLLAGE OF ENGINEERING AND INFORMATION TECHNOLOGY
BY MANU GUPTA-09352601453- manukota1@gmail.com
Window-Viewport Mapping
Matrix representation
Combining Transformations
Using translate, rotation, and scale, how ?
Translation
T(tx, ty)
Translation distances
Scale
S(sx,sy)
Scale factors
Rotation
R(u)
Rotation angle
We must do each step in turn. First we rotate the points, then we translate, etc.
Since we can represent the transformations by matrices, why dont we just combine them?
' ' ' ' '
' ' '
'
P S P
P R P
T P P
- =
- =
+ =
UNI T 2: P age | 27
ARYA COLLAGE OF ENGINEERING AND INFORMATION TECHNOLOGY
BY MANU GUPTA-09352601453- manukota1@gmail.com
Final Transformations 2D and 3D
( )
( ) ( )
( )
( ) ( )
( )
( ) ( ) P R P P R P
y
x
y
x
y
x
y
x
R
P s s S P P s s S P
y
x
s
s
y
x
y
x
s
s
y
x
s s S
P t t T P P t t T P
y
x
t
t
y
x
y
x
t
t
y
x
t t T
y x y x
y
x
y
x
y x
y x y x
y
x
y
x
y x
- = - =
(
(
(
(
(
(
=
(
(
(
=
(
=
- = - =
(
(
(
(
(
(
=
(
(
(
=
(
=
- = + =
(
(
(
(
(
(
=
(
(
(
+
(
=
(
=
u u
u u
u u
u u
u u
u
1 1 0 0
0 cos sin
0 sin cos
1
'
'
cos sin
sin cos
'
'
, ,
1 1 0 0
0 0
0 0
1
'
'
0
0
'
'
,
, ,
1 1 0 0
1 0
0 1
1
'
'
'
'
,
UNI T 2: P age | 28
ARYA COLLAGE OF ENGINEERING AND INFORMATION TECHNOLOGY
BY MANU GUPTA-09352601453- manukota1@gmail.com
PROJECTIONS
In drawing practice, a 3-dimensional object is represented on a plane paper. Similarly in computer graphics a
3-dimensional object is viewed on a 2-dimensional display. A projection is a transformation that performs this
conversion. Three types of projections are commonly used in engineering practice: parallel, perspective and
isometric.
Parallel (Orthogonal) Projection
This is the simplest of the projection methods. Figure 5.12 shows the projection of a cube on to a projection
plane. The projectors, which are lines passing through the corners of the object are all parallel to each other. It is only
necessary to project the end points of a line in 3-D and then join these projected points. This speeds up the
transformation process. However, a major disadvantage of parallel projection is lack of depth information.
Perspective Projection
The perspective projection enhances the realism of displayed image by providing the viewer with a sense of
depth. Portions of the object farther away from the viewer are drawn smaller then those in the foreground. This is
more realistic as it is the way we see an object. In perspective projection the projectors connect the eye with every
point of the object and therefore all projectors converge to the eye.
Relevance of Isometric Drawings
As we have seen we can make 3d models in pro e more easily then conventional drafting software but up till now we
have seen 3d or perspective projection of drawings not orthographic projections.
Perspective projection is closer to reality but less accurate as will be clear in this example: - we have made
100x100x100 cube and dimensioned id on 2d planes in isometric view watch the dimensions carefully
See what happen to 100x100x100 cube dimensions in
isometric orientation
SO WE SEE 3D REPRESENTATION IS NOT GOOD ENOUGH FOR DRAWING THAT
HAVE TO GO N MANUFACTURING FLOOR.
UNI T 2: P age | 29
ARYA COLLAGE OF ENGINEERING AND INFORMATION TECHNOLOGY
BY MANU GUPTA-09352601453- manukota1@gmail.com
COMPARISION BETWEEN DIFFERENT TYPE OF PROJECTION
ACCUR
ACY
REALISM Where they are used
1.
ORTHOGRAPHI
C PROJECTIONS
HEIGHE
ST
LOWEST Mostly in engineering and technical applications,
2D animations, and some famous 2D games like
Mario used this type of projections.
2.
AXONOMETRIC
PROJECTION
It is widely used in simple game designs it is also
called 2.5D
SimCity 2000 and SimCity 3000 were dimetric and
SimCity 4 is trimetric.
3. OBLIQUE
PROJECTIONS
Pac-Mania, Ultima VII and Earthbound, three
games that looked a bit odd at times, but generally
benefited from using Oblique projection.
4. PERSPECTIVE
PROJECTION
LOWES
T
HEIGHEST Animation MOVIES, Games, Engineering(where
representation is important not for production
purpose) it is most widely used projection
Drawing Module
Using AutoCAD, Pro/ENGINEER or Catia Drawing mode
- You can create drawings of models, or import drawing files from other systems.
- You can annotate the drawing with notes, manipulate the dimensions, and use layers to manage the
display of different items.
ORTHOGRAPHIC PROJECTION
Orthographic projection is the graphical method used in modern engineering drawing.
In order to interpret and communicate with engineering drawings a designer must have a sound
understanding of it's use and a clear vision of how the various projections are created.
The word orthographic means to draw at right angles and is derived from the Greek words:
ORTHOS - straight, rectangular, upright
GRAPHOS - written, drawn
There are two predominant orthographic projections
Projections created with the object placed in the first quadrant are said to be in First
Angle projection, and likewise, projections created with the object placed in the third
quadrant are said to be in Third Angle projection.
UNI T 2: P age | 30
ARYA COLLAGE OF ENGINEERING AND INFORMATION TECHNOLOGY
BY MANU GUPTA-09352601453- manukota1@gmail.com
Projection system symbols and recommended proportions
UNI T 2: P age | 31
ARYA COLLAGE OF ENGINEERING AND INFORMATION TECHNOLOGY
BY MANU GUPTA-09352601453- manukota1@gmail.com
UNI T 2: P age | 32
ARYA COLLAGE OF ENGINEERING AND INFORMATION TECHNOLOGY
BY MANU GUPTA-09352601453- manukota1@gmail.com
UNI T 2: P age | 33
ARYA COLLAGE OF ENGINEERING AND INFORMATION TECHNOLOGY
BY MANU GUPTA-09352601453- manukota1@gmail.com