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Skeletons CSE169: Computer Animation Instructor: Steve Rotenberg UCSD, Winter 2018 Matrix Review Coordinate Systems Right handed coordinate system y x z 3D Models Lets say we have a 3D model that has an array of position vectors


  1. Skeletons CSE169: Computer Animation Instructor: Steve Rotenberg UCSD, Winter 2018

  2. Matrix Review

  3. Coordinate Systems  Right handed coordinate system y x z

  4. 3D Models  Let’s say we have a 3D model that has an array of position vectors describing its shape  We will group all of the position vectors used to store the data in the model into a single array: v n where 0 ≤ n ≤ NumVerts-1  Each vector v n has components v nx v ny v nz

  5. Translation  Let’s say that we want to move our 3D model from it’s current location to somewhere else…  In technical jargon, we call this a translation  We want to compute a new array of positions v ′ n representing the new location  Let’s say that vector d represents the relative offset that we want to move our object by  We can simply use: v ′ n = v n + d to get the new array of positions

  6. Transformations v ′ n = v n + d  This translation represents a very simple example of an object transformation  The result is that the entire object gets moved or translated by d  From now on, we will drop the n subscript, and just write v ′ = v + d remembering that in practice, this is actually a loop over several different v n vectors applying the same vector d every time

  7. Transformations    v v d  Always remember that this compact equation can be expanded out into        v v d x x x          v v d       y y y              v v d z z z  Or into a system of linear equations:    v v d x x x    v v d y y y    v v d z z z

  8. Rotation  Now, let’s rotate the object in the xy plane by an angle θ , as if we were spinning it around the z axis          v cos v sin v x x y          v sin v cos v y x y   v v z z  Note: a positive rotation will rotate the object counterclockwise when the rotation axis (z) is pointing towards the observer

  9. Rotation          v cos v sin v x x y          v sin v cos v y x y   v v z z We can expand this to:            v cos v sin v 0 v x x y z           v sin v cos v 0 v y x y z     v 0 v 0 v 1 v z x y z And rewrite it as a matrix equation:            v cos sin 0 v x x            v sin cos 0 v       y y              v 0 0 1 v z z Or just:     v M v

  10. Rotation  We can represent a z-axis rotation transformation in matrix form as:           v cos sin 0 v x x            v sin cos 0 v       y y              v 0 0 1 v z z or more compactly as:    v M v where      cos sin 0          M R sin cos 0   z     0 0 1

  11. Rotation We can also define rotation matrices for the x , y , and z axes:    1 0 0          R 0 cos sin   x       0 sin cos     cos 0 sin       R 0 1 0   y        sin 0 cos      cos sin 0         R sin cos 0   z     0 0 1

  12. Linear Transformations  Like translation, rotation is an example of a linear transformation  True, the rotation contains nonlinear functions like sin()’s and cos()’s, but those ultimately just end up as constants in the actual linear equation  We can generalize our matrix in the previous example to be:   a b c 1 1 1       M a b c v M v   2 2 2     a b c 3 3 3

  13. Linear Equation  A general linear equation of 1 variable is:     f v av d where a and d are constants  A general linear equation of 3 variables is:          f v , v , v f v av bv cv d x y z x y z 2 ,  Note: there are no nonlinear terms like v x v y , v x sin( v x )…

  14. System of Linear Equations  Now let’s look at 3 linear equations of 3 variables v x , v y , and v z      v a v b v c v d x 1 x 1 y 1 z 1      v a v b v c v d y 2 x 2 y 2 z 2      v a v b v c v d z 3 x 3 y 3 z 3  Note that all of the a n , b n , c n , and d n are constants (12 in total)

  15. Matrix Notation      v a v b v c v d x 1 x 1 y 1 z 1      v a v b v c v d y 2 x 2 y 2 z 2      v a v b v c v d z 3 x 3 y 3 z 3          v a b c v d x 1 1 1 x 1             v a b c v d         y 2 2 2 y 2                  v a b c v d z 3 3 3 z 3     v M v d

  16. Translation  Let’s look at our translation transformation again:    v v d x x x       v v d v v d y y y    v v d z z z  If we really wanted to, we could rewrite our three translation equations as:      v 1 v 0 v 0 v d x x y z x      v 0 v 1 v 0 v d y x y z y      v 0 v 0 v 1 v d z x y z z

  17. Identity  We can see that this is equal to a transformation by the identity matrix      v 1 v 0 v 0 v d x x y z 1      v 0 v 1 v 0 v d y x y z 2      v 0 v 0 v 1 v d z x y z 3          v 1 0 0 v d x x 1             v 0 1 0 v d         y y 2                  v 0 0 1 v d z z 3

  18. Identity  Multiplication by the identity matrix does not affect the vector   1 0 0    I 0 1 0       0 0 1   v I v

  19. Uniform Scaling We can apply a uniform scale to our object with the following  transformation        v s 0 0 v x x          v 0 s 0 v       y y              v 0 0 s v z z If s >1, then the object will grow by a factor of s in each dimension  If 0< s <1, the object will shrink  If s<0, the object will be reflected across all three dimensions,  leading to an object that is ‘inside out’

  20. Non-Uniform Scaling  We can also do a more general nonuniform scale , where each dimension has its own scale factor        v s 0 0 v x x x          v 0 s 0 v       y y y              v 0 0 s v z z z which leads to the equations:   v s v x x x   v s v y y y   v s v z z z

  21. Reflections  A reflection is a special type of scale operation where one of the axes is negated causing the object to reflect across a plane  For example, a reflection along the x-axis would look like:  Given an arbitrary 3x3 matrix M , we can tell if it has been reflected by checking if the matrix determinant is negative

  22. Shears  A shear is a translation along one axis by an amount proportional to the value along a different axis  It causes a deformation similar to writing with italics (i.e., it causes a rectangle to deform into a parallelogram)  For example a shear along x proportional to the value of y would look like:

  23. Multiple Transformations  If we have a vector v , and an x-axis rotation matrix R x , we can generate a rotated vector v ′:   v     v R x  If we wanted to then rotate that vector around the y-axis, we could simply:         v R v y              v R R v y x

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