1
Another look at rotation
Quaternions
Rendering Pipeline
camera (captures light) synthetic image camera model (focuses simulated lighting)
processing
photo processing tone reproduction real scene 3D models Photography: Computer Graphics: Photographic print
Coordinate Transformations
How to specify placement of individual
- bjects into a scene
Two coordinate systems
Object coordinate system World coordinate system
Coordinate Transformation
Transformation Matrix
{ {
- bject
tion transforma 44 43 42 41 34 33 32 31 24 23 22 21 14 13 12 11 world
1 1
- =
- w
w w
z y x m m m m m m m m m m m m m m m m z y x 4 4 4 4 3 4 4 4 4 2 1
Coordinate Transformation
Rotation
- =
1 1 cos sin sin cos ) (
- z
R
- =
1 cos sin sin cos 1 ) (
- x
R
- =
1 cos sin 1 sin cos ) (
- y
R
Problem in animation
Transformation is a function of time May need to interpolate How to represent a given orientation