61
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2007 Tamara Munzner http://www.ugrad.cs.ubc.ca/~cs314/Vj an2007 Transformations IV Week 3, Mon Jan 22

Transformations IV Week 3, Mon Jan 22

  • Upload
    rona

  • View
    22

  • Download
    0

Embed Size (px)

DESCRIPTION

http://www.ugrad.cs.ubc.ca/~cs314/Vjan2007. Transformations IV Week 3, Mon Jan 22. Readings for Jan 15-22. FCG Chap 6 Transformation Matrices except 6.1.6, 6.3.1 FCG Sect 13.3 Scene Graphs RB Chap Viewing Viewing and Modeling Transforms until Viewing Transformations - PowerPoint PPT Presentation

Citation preview

Page 1: Transformations IV Week 3, Mon Jan 22

University of British ColumbiaCPSC 314 Computer Graphics

Jan-Apr 2007

Tamara Munzner

http://www.ugrad.cs.ubc.ca/~cs314/Vjan2007

Transformations IV

Week 3, Mon Jan 22

Page 2: Transformations IV Week 3, Mon Jan 22

2

Readings for Jan 15-22

• FCG Chap 6 Transformation Matrices • except 6.1.6, 6.3.1

• FCG Sect 13.3 Scene Graphs • RB Chap Viewing

• Viewing and Modeling Transforms until Viewing Transformations

• Examples of Composing Several Transformations through Building an Articulated Robot Arm

• RB Appendix Homogeneous Coordinates and Transformation Matrices

• until Perspective Projection

• RB Chap Display Lists

Page 3: Transformations IV Week 3, Mon Jan 22

3

(2,1)

(1,1)

(1,1)

left to right: changing coordinate system

right to left: moving object

translate by (-1,0)

Review: Interpreting Transformations

• same relative position between object and basis vectors

intuitive?

OpenGL

p'TRp

Page 4: Transformations IV Week 3, Mon Jan 22

Correction/More: Arbitrary Rotation

• arbitrary rotation: change of basis • given two orthonormal coordinate systems XYZ and ABC

• A’s location in the XYZ coordinate system is (ax, ay, az, 1), ...

• transformation from one to the other is matrix R whose columns are A,B,C:

Y

ZX

B

C

A

Y

ZX

B

C

A

(cx, cy, cz,

1)

(ax, ay, az,

1)

(bx, by, bz,

1)

1

0

0

1

1000

0

0

0

)(zzz

yyy

xxx

cba

cba

cba

XR Aaaa zyx )1,,,(

Page 5: Transformations IV Week 3, Mon Jan 22

5

Transformation Hierarchies

Page 6: Transformations IV Week 3, Mon Jan 22

6

Transformation Hierarchies

• scene may have a hierarchy of coordinate systems• stores matrix at each level with incremental

transform from parent’s coordinate system

• scene graph roadroad

stripe1stripe1 stripe2stripe2 ...... car1car1 car2car2 ......

w1w1 w3w3w2w2 w4w4

Page 7: Transformations IV Week 3, Mon Jan 22

7

Transformation Hierarchy Example 1

torsotorso

headheadRUarmRUarm

RLarmRLarm

RhandRhand

RUlegRUleg

RLlegRLleg

RfootRfoot

LUarmLUarm

LLarmLLarm

LhandLhand

LUlegLUleg

LLlegLLleg

LfootLfoot

worldworld

trans(0.30,0,0) rot(z, )trans(0.30,0,0) rot(z, )

Page 8: Transformations IV Week 3, Mon Jan 22

8

Transformation Hierarchies

• hierarchies don’t fall apart when changed

• transforms apply to graph nodes beneath

Page 9: Transformations IV Week 3, Mon Jan 22

9

Demo: Brown Applets

http://www.cs.brown.edu/exploratories/http://www.cs.brown.edu/exploratories/freeSoftware/catalogs/scenegraphs.htmlfreeSoftware/catalogs/scenegraphs.html

Page 10: Transformations IV Week 3, Mon Jan 22

10

Transformation Hierarchy Example 2

• draw same 3D data with different transformations: instancing

Page 11: Transformations IV Week 3, Mon Jan 22

11

Matrix Stacks

• challenge of avoiding unnecessary computation• using inverse to return to origin

• computing incremental T1 -> T2Object coordinatesObject coordinates

World coordinatesWorld coordinates

TT11(x)(x) TT22(x)(x)

TT33(x)(x)

Page 12: Transformations IV Week 3, Mon Jan 22

12

Matrix Stacks

glPushMatrix()glPushMatrix()

glPopMatrix()glPopMatrix()

AA

BB

CC

AA

BB

CC

AA

BB

CC

CC

glScale3f(2,2,2)glScale3f(2,2,2)

D = C scale(2,2,2) trans(1,0,0)D = C scale(2,2,2) trans(1,0,0)

AA

BB

CC

DD

DrawSquare()DrawSquare()

glTranslate3f(1,0,0)glTranslate3f(1,0,0)

DrawSquare()DrawSquare()

glPushMatrix()glPushMatrix()

glPopMatrix()glPopMatrix()

Page 13: Transformations IV Week 3, Mon Jan 22

13

Modularization

• drawing a scaled square• push/pop ensures no coord system change

void drawBlock(float k) {void drawBlock(float k) { glPushMatrix();glPushMatrix();

glScalef(k,k,k);glScalef(k,k,k); glBegin(GL_LINE_LOOP);glBegin(GL_LINE_LOOP); glVertex3f(0,0,0);glVertex3f(0,0,0); glVertex3f(1,0,0);glVertex3f(1,0,0); glVertex3f(1,1,0);glVertex3f(1,1,0); glVertex3f(0,1,0);glVertex3f(0,1,0); glEnd();glEnd();

glPopMatrix();glPopMatrix();}}

Page 14: Transformations IV Week 3, Mon Jan 22

14

Matrix Stacks

• advantages• no need to compute inverse matrices all the time

• modularize changes to pipeline state

• avoids incremental changes to coordinate systems• accumulation of numerical errors

• practical issues• in graphics hardware, depth of matrix stacks is

limited • (typically 16 for model/view and about 4 for projective

matrix)

Page 15: Transformations IV Week 3, Mon Jan 22

15

Transformation Hierarchy Example 3

FFWW

FFhh

FFhh

glLoadIdentity();glLoadIdentity();glTranslatef(4,1,0);glTranslatef(4,1,0);glPushMatrix();glPushMatrix();glRotatef(45,0,0,1);glRotatef(45,0,0,1);glTranslatef(0,2,0);glTranslatef(0,2,0);glScalef(2,1,1);glScalef(2,1,1);glTranslate(1,0,0);glTranslate(1,0,0);glPopMatrix();glPopMatrix();

FF11

FF hh

FF hh

FF hh

FF hh

FFhh

Page 16: Transformations IV Week 3, Mon Jan 22

16

Transformation Hierarchy Example 4

4

15 3

2

xx

yy

glTranslate3f(x,y,0);glTranslate3f(x,y,0);glRotatef( ,0,0,1);glRotatef( ,0,0,1);DrawBody();DrawBody();glPushMatrix();glPushMatrix(); glTranslate3f(0,7,0);glTranslate3f(0,7,0); DrawHead();DrawHead();glPopMatrix();glPopMatrix();glPushMatrix();glPushMatrix(); glTranslate(2.5,5.5,0);glTranslate(2.5,5.5,0); glRotatef( ,0,0,1);glRotatef( ,0,0,1); DrawUArm();DrawUArm(); glTranslate(0,-3.5,0);glTranslate(0,-3.5,0); glRotatef( ,0,0,1);glRotatef( ,0,0,1); DrawLArm();DrawLArm();glPopMatrix();glPopMatrix();... (draw other arm)... (draw other arm)

1

2

3

Page 17: Transformations IV Week 3, Mon Jan 22

17

Hierarchical Modelling

• advantages• define object once, instantiate multiple copies• transformation parameters often good control knobs• maintain structural constraints if well-designed

• limitations• expressivity: not always the best controls• can’t do closed kinematic chains

• keep hand on hip• can’t do other constraints

• collision detection• self-intersection• walk through walls

Page 18: Transformations IV Week 3, Mon Jan 22

18

Single Parameter: Simple

• parameters as functions of other params• clock: control all hands with seconds s

m = s/60, h=m/60,

theta_s = (2 pi s) / 60,

theta_m = (2 pi m) / 60,

theta_h = (2 pi h) / 60

Page 19: Transformations IV Week 3, Mon Jan 22

19

Single Parameter: Complex

• mechanisms not easily expressible with affine transforms

http://www.flying-pig.co.ukhttp://www.flying-pig.co.uk

Page 20: Transformations IV Week 3, Mon Jan 22

20

Single Parameter: Complex

• mechanisms not easily expressible with affine transforms

http://www.flying-pig.co.uk/mechanisms/pages/irregular.htmlhttp://www.flying-pig.co.uk/mechanisms/pages/irregular.html

Page 21: Transformations IV Week 3, Mon Jan 22

21

Display Lists

Page 22: Transformations IV Week 3, Mon Jan 22

22

Display Lists

• precompile/cache block of OpenGL code for reuse• usually more efficient than immediate mode

• exact optimizations depend on driver• good for multiple instances of same object

• but cannot change contents, not parametrizable• good for static objects redrawn often

• display lists persist across multiple frames• interactive graphics: objects redrawn every frame from

new viewpoint from moving camera• can be nested hierarchically

• snowman examplehttp://www.lighthouse3d.com/opengl/displaylists

Page 23: Transformations IV Week 3, Mon Jan 22

23

One Snowman

void void drawSnowMan()drawSnowMan() { {

glColor3f(1.0f, 1.0f, 1.0f);glColor3f(1.0f, 1.0f, 1.0f); // Draw Body // Draw Body glTranslatef(0.0f ,0.75f, 0.0f); glTranslatef(0.0f ,0.75f, 0.0f); glutSolidSphere(0.75f,20,20); glutSolidSphere(0.75f,20,20);

// Draw Head // Draw Head glTranslatef(0.0f, 1.0f, 0.0f); glTranslatef(0.0f, 1.0f, 0.0f); glutSolidSphere(0.25f,20,20); glutSolidSphere(0.25f,20,20);

// Draw Nose // Draw Nose glColor3f(1.0f, 0.5f , 0.5f); glColor3f(1.0f, 0.5f , 0.5f); glRotatef(0.0f,1.0f, 0.0f, 0.0f); glRotatef(0.0f,1.0f, 0.0f, 0.0f); glutSolidCone(0.08f,0.5f,10,2); glutSolidCone(0.08f,0.5f,10,2); }}

// Draw Eyes // Draw Eyes glPushMatrix(); glPushMatrix(); glColor3f(0.0f,0.0f,0.0f); glColor3f(0.0f,0.0f,0.0f); glTranslatef(0.05f, 0.10f, 0.18f); glTranslatef(0.05f, 0.10f, 0.18f); glutSolidSphere(0.05f,10,10); glutSolidSphere(0.05f,10,10); glTranslatef(-0.1f, 0.0f, 0.0f); glTranslatef(-0.1f, 0.0f, 0.0f); glutSolidSphere(0.05f,10,10); glutSolidSphere(0.05f,10,10); glPopMatrix(); glPopMatrix();

Page 24: Transformations IV Week 3, Mon Jan 22

24

Instantiate Many Snowmen

// Draw 36 Snowmen // Draw 36 Snowmen

for(int i = -3; i < 3; i++) for(int i = -3; i < 3; i++)

for(int j=-3; j < 3; j++) { for(int j=-3; j < 3; j++) {

glPushMatrix(); glPushMatrix();

glTranslatef(i*10.0, 0, j * 10.0); glTranslatef(i*10.0, 0, j * 10.0);

// Call the function to draw a snowman // Call the function to draw a snowman

drawSnowMan();drawSnowMan();

glPopMatrix(); glPopMatrix();

} } 36K polygons, 55 FPS

Page 25: Transformations IV Week 3, Mon Jan 22

25

Making Display Lists

GLuint createDL() { GLuint createDL() { GLuint snowManDL; GLuint snowManDL; // Create the id for the list // Create the id for the list snowManDL = glGenLists(1); snowManDL = glGenLists(1); glNewList(snowManDL,GL_COMPILE); glNewList(snowManDL,GL_COMPILE); drawSnowMan(); drawSnowMan(); glEndList(); glEndList(); return(snowManDL); } return(snowManDL); }

snowmanDL = createDL();snowmanDL = createDL();for(int i = -3; i < 3; i++) for(int i = -3; i < 3; i++) for(int j=-3; j < 3; j++) { for(int j=-3; j < 3; j++) { glPushMatrix(); glPushMatrix(); glTranslatef(i*10.0, 0, j * 10.0); glTranslatef(i*10.0, 0, j * 10.0); glCallList(Dlid); glCallList(Dlid); glPopMatrix(); } glPopMatrix(); } 36K polygons, 153 FPS

Page 26: Transformations IV Week 3, Mon Jan 22

26

Transforming Normals

Page 27: Transformations IV Week 3, Mon Jan 22

27

Transforming Geometric Objects

• lines, polygons made up of vertices

• just transform the vertices, interpolate between

• does this work for everything? no!

Page 28: Transformations IV Week 3, Mon Jan 22

28

Computing Normals

• polygon:

• assume vertices ordered CCW when viewed from visible side of polygon

• normal for a vertex• specify polygon orientation• used for lighting• supplied by model (i.e., sphere),

or computed from neighboring polygons

1P

N

2P

3P)()( 1312 PPPPN

N

Page 29: Transformations IV Week 3, Mon Jan 22

29

Transforming Normals

• what is a normal?• a direction

• homogeneous coordinates: w=0 means direction

• often normalized to unit length• vs. points/vectors that are object vertex locations

• what are normals for?• specify orientation of polygonal face• used when computing lighting

• so if points transformed by matrix M, can we just transform normal vector by M too?

0

x

y

z

11 12 13

21 22 23

31 32 33

'

'

'

0 00 0 0 1

x

y

z

Nx Nxm m m T

Ny Nym m m T

Nz Nzm m m T

Page 30: Transformations IV Week 3, Mon Jan 22

30

Transforming Normals

• translations OK: w=0 means unaffected

• rotations OK

• uniform scaling OK

• these all maintain direction

010000

'

'

'

333231

232221

131211

z

y

x

Tmmm

Tmmm

Tmmm

z

y

x

z

y

x

Page 31: Transformations IV Week 3, Mon Jan 22

31

Transforming Normals

• nonuniform scaling does not work

• x-y=0 plane • line x=y

• normal: [1,-1,0] • direction of line x=-y• (ignore normalization for now)

Page 32: Transformations IV Week 3, Mon Jan 22

32

Transforming Normals

• apply nonuniform scale: stretch along x by 2• new plane x = 2y

• transformed normal: [2,-1,0]

• normal is direction of line x = -2y or x+2y=0• not perpendicular to plane!• should be direction of 2x = -y

2

1

0

0

2 0 0 0

0 1 0 0

0 0 1 0

0 0 0 1

1

1

0

0

Page 33: Transformations IV Week 3, Mon Jan 22

33

0PN

Planes and Normals

• plane is all points perpendicular to normal• (with dot product)

• (matrix multiply requires transpose)

• explicit form: plane =

N T P 0

N

a

b

c

d

,P

x

y

z

w

ax by cz d

Page 34: Transformations IV Week 3, Mon Jan 22

34

MPP 'PN QNN '

NTP 0 if QTM I

0'' PN T

0)()( MPQN T

0MPQN TT

IMQT

Q M 1 T

given M,given M,what should Q be?what should Q be?

stay perpendicularstay perpendicular

substitute from abovesubstitute from above

thus the normal to any surface can be transformed by the inverse transpose of the

modelling transformation

Finding Correct Normal Transform

• transform a plane

(AB)T BTA T

Page 35: Transformations IV Week 3, Mon Jan 22

35

Assignments

Page 36: Transformations IV Week 3, Mon Jan 22

36

Assignments

• project 1• out today, due 5:59pm Fri Feb 2

• you should start very soon!

• build armadillo out of cubes and 4x4 matrices• think cartoon, not beauty

• template code gives you program shell, Makefile• http://www.ugrad.cs.ubc.ca/~cs314/Vjan2007/p1.tar.gz

• written homework 1• out today, due 3pm Fri Feb 2

• theoretical side of material

Page 37: Transformations IV Week 3, Mon Jan 22

37

Real Armadillos

http://www.photogalaxy.com/pic/mattbl-69/armadillo.jpg

http://www.phillyist.com/attachments/philly_mike/armadillo.jpg

http://biology.clc.uc.edu/graphics/bio106/armadillo.JPG

http://www.delargy.com/images/2004_2_Fla/armadillo.JPG

http://armadillo.blueprint.org/images/armadillo.bmp

http://pelotes.jea.com/ColoringPage/Mammal/Colarma.gif

Page 38: Transformations IV Week 3, Mon Jan 22

38

Articulated Armadillo

Page 39: Transformations IV Week 3, Mon Jan 22

39

Articulated Armadillo

Page 40: Transformations IV Week 3, Mon Jan 22

40

More Fun With Boxes and Matrices:

Page 41: Transformations IV Week 3, Mon Jan 22

41

Lemurs!

Page 42: Transformations IV Week 3, Mon Jan 22

42

Giraffes!

Page 43: Transformations IV Week 3, Mon Jan 22

43

Giraffes!

Page 44: Transformations IV Week 3, Mon Jan 22

44

Kangaroos!

Page 45: Transformations IV Week 3, Mon Jan 22

45

Demo

Page 46: Transformations IV Week 3, Mon Jan 22

46

Project 1 Advice

• do not model everything first and only then worry about animating

• interleave modelling, animation• add body part, then animate it

• discover if on wrong track sooner

• depenencies: can’t get anim credit if no model

• use middle body as scene graph root

• check from all camera angles

Page 47: Transformations IV Week 3, Mon Jan 22

47

Project 1 Advice

• finish all required parts before • going for extra credit

• playing with lighting or viewing

• ok to use glRotate, glTranslate, glScale

• ok to use glutSolidCube, or build your own• where to put origin? your choice

• center of object, range - .5 to +.5• corner of object, range 0 to 1

Page 48: Transformations IV Week 3, Mon Jan 22

48

Project 1 Advice

• visual debugging• color cube faces differently

• colored lines sticking out of glutSolidCube faces

• thinking about transformations• move physical objects around

• play with demos• Brown scenegraph applets

Page 49: Transformations IV Week 3, Mon Jan 22

49

Project 1 Advice

• first: jump cut from old to new position• all change happens in single frame

• do last: add smooth transition• change happens gradually over 30 frames

• key click triggers animation loop• explicitly redraw 30 times• linear interpolation:

each time, param += (new-old)/30

• example: 5-frame transition

Page 50: Transformations IV Week 3, Mon Jan 22

50

Tail Wag Frame 0

Page 51: Transformations IV Week 3, Mon Jan 22

51

Tail Wag Frame 1

Page 52: Transformations IV Week 3, Mon Jan 22

52

Tail Wag Frame 2

Page 53: Transformations IV Week 3, Mon Jan 22

53

Tail Wag Frame 3

Page 54: Transformations IV Week 3, Mon Jan 22

54

Tail Wag Frame 4

Page 55: Transformations IV Week 3, Mon Jan 22

55

Tail Wag Frame 5

Page 56: Transformations IV Week 3, Mon Jan 22

56

Project 1 Advice

• transitions• safe to linearly interpolate parameters for

glRotate/glTranslate/glScale

• do not interpolate individual elements of 4x4 matrix!

Page 57: Transformations IV Week 3, Mon Jan 22

57

Style

• you can lose up to 15% for poor style

• most critical: reasonable structure• yes: parametrized functions

• no: cut-and-paste with slight changes

• reasonable names (variables, functions)

• adequate commenting• rule of thumb: what if you had to fix a bug two

years from now?

• global variables are indeed acceptable

Page 58: Transformations IV Week 3, Mon Jan 22

58

Version Control

• bad idea: just keep changing same file• save off versions often

• after got one thing to work, before you try starting something else

• just before you do something drastic

• how?• not good: commenting out big blocks of code• a little better: save off file under new name

• p1.almostworks.cpp, p1.fixedbug.cpp

• much better:use version control software• strongly recommended

Page 59: Transformations IV Week 3, Mon Jan 22

59

Version Control Software

• easy to browse previous work• easy to revert if needed• for maximum benefit, use meaningful comments to

describe what you did• “started on tail”, “fixed head breakoff bug”, “leg code

compiles but doesn’t run”

• useful when you’re working alone• critical when you’re working together• many choices: RCS, CVS, subversion

• RCS is a good place to start• easy to use, installed on lab machines

Page 60: Transformations IV Week 3, Mon Jan 22

60

RCS Basics• setup, just do once in a directory

• mkdir RCS

• checkin• ci –u p1.cpp

• checkout• co –l p1.cpp

• see history• rcs log p1.cpp

• compare to previous version• rcsdiff p1.cpp

• checkout old version to stdout• co –p1.5 p1.cpp > p1.cpp.5

Page 61: Transformations IV Week 3, Mon Jan 22

61

Graphical File Comparison

• installed on lab machines• xfdiff4 (side by side comparison)

• xwdiff (in-place, with crossouts)

• Windows: windiff• http://keithdevens.com/files/windiff

• Macs: FileMerge• in /Developer/Applications/Utilities