3.Transformations Flashcards

1
Q

How is the camera simulated in OpenGL

A

By transformations on the model

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2
Q

If the transformation that moves the default camera to the desired position is Tc, what is the transformation that moves the object to the right position?

A

Tc^-1

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3
Q

How does opengl know how to compute this?

A

gluLookAt(E,C,V)

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4
Q

What kind of geometrical transformation is x’=x*sx?

A

Scaling

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5
Q

What transformation is x’=x+tx

A

Translation

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6
Q

What transformation is rotation in 2d about origin?

A

x’ =xcos9-ysin9
y’ = xcos9+ysin9
z’=z

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7
Q

How is rotation in 2d about an arbitrary point achieved?

A
  1. Translate by -coordinates of arbitrary point
  2. Do rotation about origin
  3. Translate by +coordinates of arbitrary point
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8
Q

Is rotating then shifting the same as shifting then rotating?

A

NOPE non-commutativity of matrix transformations

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9
Q

What does “homogenous coordinates” mean?

A

have SAME representation for Translation, Scale & Rotation (3d about z) (x,y,z,w)
Vertices -> Points
Matrices -> Transformations

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10
Q

Why do we introduce w’?

A

Translation: You can’t represent it in 3x3
SOLUTION: point->(x,y,z,1), Matrix-> 4x4

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11
Q

In which direction is P’ = P*T transformation read?

A

Right to left

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12
Q

If I show you the rotation matrix, how can you tell about which axis it is?

A

If it’s about x axis x row won’t have cos/sin terms

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13
Q

How many transformation matrices in OpenGL?

A

PVM: Modelling, Viewing (Camera) and Projection matrix

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14
Q

Rotation about an arbitrary 3d axis

A
M1:origin
M2:XY plane
M3:X axis
M4:ROTATION
M3^-1
M2^-1
M1^-1
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