3-D Transformations
(x, y, z)
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3D vectors are expressed as coordinate triples that
define a relative location.
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Multiple transforms can be expressed by multiplying
matrices for the component tranforms together, so that any number of
nested transforms can ultimately be collapsed into a single
transformation matrix
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Hardware can do matrix multiplications very quickly
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Since matrix multiplication is not commutative, the
order in which transformations are applied can be significant
Basic transformation set
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Rotation axis can be arbitrarily defined in space
(i.e. not one of the three coordinate axes)
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Transformations often are used within modeling
operations

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Rotation - rotational sweep
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Translation - extrusion
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Translation in object space - extrude along a
path
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Scaling - reflection
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Modeling transformations can affect normals
Non-linear transformations - deformations
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Coordinate locations are transformed according to
math functions

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Both geometry and cameras are positioned with local
coordinate systems within the global coordinate system of the scene
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Transforming either will affect the location of
objects as they appear on the image plane.
Scene Graphs
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Directed Acyclic Graphs (DAG)
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Heirarchical structure used to describe entire
scenes within several common "scene graph" APIs
(e.g. JAVA3D, VRML, Performer, Inventor)
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outline
This file was last modified on Sept. 5, 2000.