Last time: Primitives Coordinate systems This time Coordinate systems Transformations Linear Algebra Examples: Model airplane (left in a tailspin) Monitor / page Other examples: Whiteboard Paper (each piece) Within the room Ego centric (forward relative to me) Screen vs. window 1st quadrant coordinates vs. upper left corner coordinates Normalized Device Coordinates Convenient coordinates (0-100, same in both directions) Idea: Work in convenient coordinate systems Each piece can have its own Put coordinates together as needed Page 1 of 5 Changing coordinate systems Where does a point in one coordinate system go into the other? Need to know the relationship between coordinate systems What do we need to know to change coordinate systems: Where does the origin go? Where does each basis vector go? If we don’t consider the origin – it’s multiplication We consider what happens to VECTORS – we’re not worried about origin (yet) Picture Where do basis vectors go (global to local, left to right) Where do vectors go (right to left: Transformation) Matrix * vector multiplication Matrix is a set of basis vectors Transforms from one coordinate system into another Sloppiness – rows vs. column vectors Another way to think about it: Transformations Functions: maps tuples to tuples (vectors to vectors) R^n -> R^n F(x,y) = [ … ] Easy way to effect a large number of points (VECTORS) What happens to the object --- what happens to the coordinate system that the object is in Where does each point on the piece of graph paper go If linear, enough just to know what happens to 2 points Can be complex functions (deformations) Important case is linear function (linear combinations, matrix multiplication) Page 2 of 5 Composition of functions x->F->G->H->x’ x’ = H ( G ( F ( x ) ) ) Page 3 of 5 Linear Transformations Output on each axis is a linear combination of inputs Matrix multiplication [ abcd] [xy] = [ax+by, cx+dy] Note: Basis vectors (where do the unit axes go) Preserves zero Straight lines -> straight lines Need for inverses Application is matrix vector multiply Composition is matrix multiply Post-Multiply convention F(x) = F x (points in on right, answer out on left) Basic transforms Scale, nuscale, reflect, skew Translation is not a linear operator (doesn’t persevere 0) Affine transformation (linear + translation) Homogeneous coordinates Real value comes later for projections Rotations Rigid – but with fixed zero point (can always translate and translate back) - Preserves distance Preserves handedness (not a reflection) Preserves zero Special set of matrices have this property - Orthogonal Normal Positive Determinant Page 4 of 5 Linear Algebra Things we need here: - Length of a vector, normality Determinant (signed area of the parallelogram) Orthogonal -> Projection -> Dot Product Page 5 of 5