Important Concepts under
Computer Graphics
The geometry of the object :- we have to consider the geometry of
object with the use of any appropriate coordinate system.
The type of coordinate system to be chosen for representation of
object:-we can chose any conventional coordinate system. But for
displaying the more real and 3d perspective kind of image of object
we need some advanced coordinate system other than our
conventional coordinate system.
(X, y) mapped to (x, y):
One universal coordinate system is homogeneous coordinate system
which is basically used for representing a 3d image of 2d objects.
Transformation
The effects that we desire include changing the size of the
objects, its position on the screen or its orientation. The
implementation of such a change is called transformation. The
various transformations made possible on the object are as
follows:
1. Rotation
2. Reflection
3. Scaling
4. Translation
5. Shearing
To perform transformation of any object, object matrix X m is
multiplied by the transformation matrix T.
[Transformed object matrix] = [original object
matrix]*[transformation matrix]
Translation, Rotation
Translation: consists of a shift of the object parallel to itself in any direction
in the (x,y) plane .Any shift can be accomplished by a shift in x-direction plus
a shift in y-direction. If the amount of x-shift is called t x and the amount of y
ty, the translation of the point(x,y)
Into the point (x,y) is express by the formulas.
x=x+tx
y=y+ty
Rotation:
A two dimensional rotation is applied to an object by repositioning it along a
circular path in xy plane.
Points can be rotated through an angle about the origin. The sign of angle
determine the direction of rotation. Positive values for the rotation angle
define anti clockwise rotations and negative values rotate objects in
clockwise direction.
Suppose rotation by transforms the point P(x,y) into P(x,y)
Because the rotation is about the origin, the distances from the origin p and
P is r are equal.