CG Unit 2
CG Unit 2
CG Unit 2
Diagram:
Diagram depicting reflection
You
2.Describe homogeneous coordinate system for
translation and scaling.
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The homogeneous coordinate system is a mathematical framework
commonly used in computer graphics and computer vision to represent
geometric transformations such as translation and scaling. It extends the
Cartesian coordinate system by introducing an additional coordinate,
typically denoted as 'w', to represent points in space. This system is
particularly useful for representing affine transformations, including
translation and scaling, as well as perspective transformations.
The resulting point (x', y', w') represents the translated point.
The resulting point (x', y', w') represents the scaled point.
You
3.Distinguish between cavalier and cabinet
projection.
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Cavalier and cabinet projections are both types of parallel projection
techniques used in technical drawing and engineering graphics. However,
they differ in terms of the degree of foreshortening and how objects are
represented on the projection plane.
Cavalier Projection:
You
4.What is transformation? Explain translation
transformation with the help of example.
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ChatGPT
In computer graphics, a transformation refers to the process of altering the
position, orientation, or size of objects in a graphical scene.
Transformations are fundamental for manipulating objects in 2D and 3D
space to achieve desired visual effects or animations.
Translation Transformation:
Mathematically, in 2D space:
In 3D space:
Original Square:
Vertices: A(1, 1), B(1, 3), C(3, 3), D(3, 1)
Translation Process:
Translated Square:
This translation has shifted the entire square 2 units to the right and 3 units
upwards, maintaining the shape and size of the square.
Visual Representation:
If you were to plot the original square and the translated square on a
2D coordinate plane, you would observe that all points of the square
have been shifted by the same amount in the specified directions,
resulting in a parallel displacement of the square.
The translation matrix for a 3D translation along the x, y, and z axes by dx,
dy, and dz units respectively looks like this:
| 1 0 0 dx |
| 0 1 0 dy |
| 0 0 1 dz |
| 0 0 0 1 |
| x' | | 1 0 0 dx | | x |
| y' | = | 0 1 0 dy | * | y |
| z' | | 0 0 1 dz | | z |
| 1 | | 0 0 0 1 | | 1 |
The resulting point (x', y', z', 1) represents the translated point in 3D space.
The scaling matrix for a 3D scaling by factors sx, sy, and sz along the x, y,
and z axes respectively looks like this:
| sx 0 0 0 |
| 0 sy 0 0 |
| 0 0 sz 0 |
| 0 0 0 1 |
| x' | | sx 0 0 0 | | x |
| y' | = | 0 sy 0 0 | * | y |
| z' | | 0 0 sz 0 | | z |
| 1 | | 0 0 0 1 | | 1 |
The resulting point (x', y', z', 1) represents the scaled point in 3D space.
Combined Transformation:
If you want to perform both translation and scaling on a point or object,
you can multiply the translation matrix and the scaling matrix together to
obtain a single combined transformation matrix. Then, you apply this
combined matrix to the point in the same manner as described above.
You
6.Write a note on 2 point perspective
transformation.
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2-Point Perspective Transformation:
Key Concepts:
Applications:
You
7.Explain projection with the help of orthographic
projection.
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ChatGPT
Projection, in the context of computer graphics and engineering drawings,
refers to the process of representing a three-dimensional object or scene
onto a two-dimensional surface. Orthographic projection is a type of
projection commonly used in technical drawings, architectural plans, and
engineering designs to accurately represent the shape and size of objects
without introducing perspective distortion.
Copy code
|1s00||0100||0010||0001|
where 's' represents the shear factor.
For a unit cube, the vertices are situated at the following coordinates:
1. A(0, 0, 0)
2. B(1, 0, 0)
3. C(1, 1, 0)
4. D(0, 1, 0)
5. E(0, 0, 1)
6. F(1, 0, 1)
7. G(1, 1, 1)
8. H(0, 1, 1)
Let's assume a shear factor 's' of 1. This means that for every unit of
movement along the x-axis, there will be a corresponding movement of 1
unit along the y-axis.
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|1100||x||x+y||0100|*|y|=|y||0010||z||z||0001||1||1|
1. A'(0, 0, 0)
2. B'(2, 0, 0)
3. C'(2, 1, 0)
4. D'(0, 1, 0)
5. E'(0, 0, 1)
6. F'(2, 0, 1)
7. G'(2, 1, 1)
8. H'(0, 1, 1)
The transformed vertices represent the sheared unit cube. The cube has
been sheared along the x-axis, causing its top and bottom faces to become
parallelograms while the side faces remain unchanged. This demonstrates
how a shear transformation matrix can be used to shear a unit cube
situated at the origin.
You
9.What is meant by view volume? Explain it with different
types of projection.
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A view volume, also known as a viewing frustum or viewing volume, is a
geometric region in three-dimensional space that represents the portion of
the scene visible to the viewer from a particular viewpoint or camera
position. It defines the boundaries of what can be seen within a given
perspective or projection. Understanding the concept of the view volume is
crucial in computer graphics for rendering objects within a scene and
determining which parts of the scene will be visible in the final image.
1. Perspective Projection:
In perspective projection, the view volume is shaped like a
frustum, which is a pyramid with its apex truncated.
The view volume converges towards a single point called the
projection center or vanishing point, representing the
viewpoint of the observer.
Objects closer to the viewer appear larger, while objects farther
away appear smaller, creating the perception of depth and
distance.
The shape of the frustum depends on the field of view (FOV)
and aspect ratio of the viewing window or screen.
2. Orthographic Projection:
In orthographic projection, the view volume is shaped like a
rectangular parallelepiped or cuboid.
Parallel lines in the scene remain parallel in the projection, and
there is no foreshortening or perspective distortion.
The view volume is defined by six clipping planes: left, right,
top, bottom, near, and far planes.
Objects maintain their relative size and shape regardless of
their distance from the viewer, resulting in an orthographic
view of the scene.
Types of View Volume:
Understanding the view volume and its shape is essential for various
graphics algorithms, including clipping, culling, and rendering. It helps
determine which objects or parts of objects should be rendered within the
viewport, optimizing performance and ensuring accurate representation of
the scene to the viewer.