Week 5 - Wednesday What did we talk about last time? Project 2 Normal transforms Euler angles Quaternions Quaternions are a compact way to represent orientations Pros: Compact (only four values needed) Do not suffer from gimbal lock Are easy to interpolate between Cons: Are confusing Use three imaginary numbers Have their own set of operations A quaternion has three imaginary parts and one real part qˆ (qˆ v , qw ) iq x jqy kq z qw qv qw We use vector notation for quaternions but put a hat on them Note that the three imaginary number dimensions do not behave the way you might expect i j k 1 2 2 2 jk kj i ki ik j ij ji k Multiplication qˆ rˆ (qv rv rw qv qwrv ,qw rw qv rv ) Addition qˆ rˆ (qv rv ,qw rw ) Conjugate ˆq* (qv ,qw ) Norm 2 2 2 2 ˆ n(q) qx q y qz qw Identity ˆi (0,1) 1 * Inverse q ˆ ˆ q 2 ˆ n(q) * * * ˆ ˆ ˆ ( q r ) r qˆ One (useful) conjugate rule: Note that scalar multiplication is just like scalar vector multiplication for any vector Quaternion quaternion multiplication is associative but not commutative For any unit vector u, note that the following is a unit quaternion: ˆ (sinφu,cosφ) q 1 Take a vector or point p and pretend its four coordinates make a quaternion p̂ ˆ (sinφu,cosφ) If you have a unit quaternion q 1 ˆ ˆ ˆ the result of qpq is p rotated around the u axis by 2 1 * ˆ ˆ Note that, because it's a unit quaternion,q q There are ways to convert between rotation matrices and quaternions The details are in the book Take vector (0,0,3), write it as p = (0,0,3,0) Let's rotate it 90° around the x-axis using a quaternion We want q = ( sin φu, cos φ) where u is the x-axis and φ is 45° q = ( sin φ, 0, 0, cos φ) ∗ q = ( −sin φ, 0, 0, cos φ) ∗ qpq = q(0, -3 sin φ, 0, 3cos φ, 0) = (0, -6sinφcosφ,3cos2φ-3sinφcosφ, 0) = (0, -3, 0, 0) Short for spherical linear interpolation Using unit quaternions that represent orientations, we can slerp between them to find a new orientation at time t = [0,1], tracing the path on a unit sphere between the orientations sin( φ(1 t )) sin( φt ) sˆ (qˆ ,rˆ , t ) qˆ rˆ sin φ sin φ To find the angle between the quaternions, you can use the fact that cos = qxrx + qyry + qzrz + qwrw If we animate by moving rigid bodies around each other, joints won't look natural To do so, we define bones and skin and have the rigid bone changes dictate blended changes in the skin The following equation shows the effect that each bone i (and its corresponding animation transform matrix Bi(t) and bone to world transform matrix Mi ) have on the p, the original location of a vertex n 1 n 1 i 0 i 0 u(t ) w iBi (t )Mi1p where w i 1 Vertex blending is popular in part because it can be computed in hardware with the vertex shader Morphing is the technique for interpolating between two complete 3D models It has two problems: Vertex correspondence ▪ What if there is not a 1 to 1 correspondence between vertices? Interpolation ▪ How do we combine the two models? We're going to ignore the correspondence problem (because it's really hard) If there's a 1 to 1 correspondence, we use parameter s[0,1] to indicate where we are between the models and then find the new location m based on the two locations p0 and p1 m (1 s)p0 sp1 Morph targets is another technique that adds in weighted poses to a neutral model Finally, we deal with the issue of projecting the points into view space Since we only have a 2D screen, we need to map everything to x and y coordinates Like other transforms, we can accomplish projection with a 4 x 4 matrix Unlike affine transforms, projection transforms can affect the w components in homogeneous notation An orthographic projection maintains the property that parallel lines are still parallel after projection The most basic orthographic projection matrix simply removes all the z values 1 0 P0 0 0 0 0 0 1 0 0 0 0 0 0 0 1 This projection is not ideal because z values are lost Things behind the camera are in front z-buffer algorithms don't work To maintain relative depths and allow for clipping, we usually set up a canonical view volume based on (l,r,b,t,n,f) These letters simply refer to the six bounding planes of the cube 2 r l Left Right Bottom Top Near Far r l 0 P0 0 0 0 0 2 t b 0 0 0 2 f n 0 r l t b t b f n f n 1 Here is the (OpenGL) matrix that translates all points and scales them into the canonical view volume OpenGL normalizes to a canonical view volume from [-1,1] in x, [-1,1] in y, and [-1,1] in z Just to be silly, SharpDX normalizes to a canonical view volume of [-1,1] in x, [-1,1] in y, and [0,1] in z Thus, its projection matrix is: 2 r l 0 P0 0 0 0 0 2 t b 0 0 0 1 f n 0 r l r l t b t b n f n 1 A perspective projection does not preserve parallel lines Lines that are farther from the camera will appear smaller Thus, a view frustum must be normalized to a canonical view volume Because points actually move (in x and y) based on their z distance, there is a distorting term in the w row of the projection matrix Here is the SharpDX projection matrix It is different from the OpenGL again because it only uses [0,1] for z 2n r l 0 P0 0 0 0 2n t b 0 0 r l r l t b t b f f n 1 0 fn f n 0 0 Light Materials Sensors Read Chapter 5 for Friday Exam 1 next Friday Keep working on Project 2