Transformations

1/22/2001


Click here to start


Table of Contents

Transformations

Uses of Transformations

Linear Combinations of Vectors

Bases

Vectors Represented in a Basis

Linear and Affine Maps

Transforming a Vector

Matrices to the Rescue

Basic 2D Transformations

Compound Transformations

Postscript (Interlude)

2D Transformations in Postscript, 1

2D Transformations in Postscript, 2

2D Transformations in Postscript, 3

Homogeneous Coordinates

W!? Where did that come from?

Homogeneous 2D Transformations

Postscript and OpenGL Transformations

Sequences of Transformations

Collapsing a Chain of Matrices.

Implementing Transformation Sequences

Column Vector Convention

Beware: Row Vector Convention

Rigid Body Transformations

Viewport Transformations

3D Transformations

3-D Coordinate Systems

Aside: The Dual Matrix

Euler Angles for 3-D Rotations

Axis-angle rotation

Quaternions

Transforming Normals

Normals Do Not Transform Like Points

Normals Transform Like Planes

Transforming Normals - Cases

Spatial Deformations

Bendy Twisties

Example: Z-Taper

Example: Z-twist

Extensions

Email: welling@psc.edu

Home Page: http://www.psc.edu/~welling