CG Class 11, Thu 2019-09-26
Table of contents
1 Iclicker questions
- This 3D homogeneous point: (4,3,2,1) corresponds to what Cartesian point:
- (4,3,2,1)
- (4,3,2)
- (3,2,1)
- (3/4, 1/2, 1/4)
- Some point at infinity.
- This question is about 2D geometry. The matrix for a translation by 2 in x and 3 in y is what?
- \(\begin{pmatrix} 2&0&1\\0&3&1\\0&0&1\end{pmatrix}\) B. \(\begin{pmatrix} 2&0&0\\0&3&0\\0&0&1\end{pmatrix}\) C. \(\begin{pmatrix} 1&0&0\\0&1&0\\2&3&1\end{pmatrix}\) D. \(\begin{pmatrix} 1&0&2\\0&1&3\\0&0&1\end{pmatrix}\) E. \(\begin{pmatrix} 1&0&2\\0&1&3\\0&0&0\end{pmatrix}\)
- Consider an axis a=(1,0,0) and a point p=(2,3,4). What is the component of p that is perpendicular to a?
- (2,3,4)
- (2,0,0)
- (0,3,4)
- (0, 3/5, 4/5)
- (1,0,0)
- Consider an axis a=(1,0,0) and a point p=(2,3,4). What is the component of p that is parallel to a?
- (2,3,4)
- (2,0,0)
- (0,3,4)
- (0, 3/5, 4/5)
- (1,0,0)
- These next few questions are for 2D geometry. What is the homogeneous matrix for the perspective projection whose center is at Cartesian (0,0) and whose viewplane is x=1?
- \(\begin{pmatrix} 1&0&0\\0&1&0\\1&0&0\end{pmatrix}\)
- \(\begin{pmatrix} 1&0&0\\0&1&0\\0&2&0\end{pmatrix}\)
- \(\begin{pmatrix} 1&0&0\\0&0&2\\0&0&1\end{pmatrix}\)
- What is the homogeneous matrix for the perspective projection whose center is at Cartesian (0,0) and whose viewplane is y=1/2?
- \(\begin{pmatrix} 1&0&0\\0&1&0\\1&0&0\end{pmatrix}\)
- \(\begin{pmatrix} 1&0&0\\0&1&0\\0&2&0\end{pmatrix}\)
- \(\begin{pmatrix} 1&0&0\\0&0&2\\0&0&1\end{pmatrix}\)
- What is the homogeneous matrix for the parallel projection whose center is at Cartesian (0,0) and whose viewplane is y=2?
- \(\begin{pmatrix} 1&0&0\\0&1&0\\1&0&0\end{pmatrix}\)
- \(\begin{pmatrix} 1&0&0\\0&1&0\\0&2&0\end{pmatrix}\)
- \(\begin{pmatrix} 1&0&0\\0&0&2\\0&0&1\end{pmatrix}\)
2 Textbook slides: Chapter 5 ctd
- 5_2 Homogeneous coordinates
- 5_3 Transformations.
- 5_4 WebGL transformations
- 5_5 Applying transfomations
- WebGL Transformations Angel_UNM_14_5_4.ppt since it is mostly obsolete.
- The old OpenGL modelview and projection matrix idea is now deprecated, but is interesting for its subdivision of transformations into two functions.
- The modelview matrix moves the world so that the camera is where you want it, relative to the objects. Unless you did a scale, the transformation is rigid - it preserves distances (and therefore also angles).
- The projection matrix view-normalizes the world to effect your desired projection and clipping. For a perspective projection, it does not preserve distances or angles, but does preserve straight lines.
3 3D rotation ctd
- Continue my note on 3D rotation. including 4D rotations and Euler angles.