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7/8/2019 Write Short note on Shearing and viewing Transformation

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Question: Write Short note on Shearing and viewing Transformation


Mumbai University > Computer Engineering > Sem 4 > Computer Graphics

Marks: 10 Marks

Year: May 2016

mumbai university (/t/mumbai university/) computer graphics (/t/computer graphics/) • 14k views

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modified 2.3 years ago • written 2.4 years ago by

Veena Nandi (/u/181/veena-nandi/) • 210

Shearing:

A transformation that slants the shape of an object is called the shear transformation. There are two shear transformations X-Shear and Y-Shear.
One shi s X coordinates values and other shi s Y coordinate values. However; in both the cases only one coordinate changes its coordinates and
other preserves its values. Shearing is also termed as Skewing.

X-Shear:

The X-Shear preserves the Y coordinate and changes are made to X coordinates, which causes the vertical lines to tilt right or le as shown in
below figure.

The transformation matrix for X-Shear can be represented as:

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7/8/2019 Write Short note on Shearing and viewing Transformation

Y-Shear:

The Y-Shear preserves the X coordinates and changes the Y coordinates which causes the horizontal lines to transform into lines which slopes up

or down as shown in the following figure.

The Y-Shear can be represented in matrix from as:

Viewing Transformation:

One of the most important operations in rendering is the projection of a a three-dimensional scene onto a two-dimensional screen from an
arbitrary camera position. A fundamental part of this operation is the specification of a viewing transformation, a $ 4 \times 4$ matrix that
transforms a region of space into image space.

1. The camera coordinate system is a coordinate system with the camera at the origin, looking out over the positive z axis.
2. It is, essentially, the scene from the camera's point of view. The raster coordinate system is the space of the pixels on the monitor.
3. Connecting these two coordinate systems there is a special coordinate system known as the screen coordinate system.
4. The screen coordinate system is, conceptually, the same as the film plane of a camera.
5. It is usually best to consider both the screen coordinate system and the raster coordinate system to be two-dimensional, even though we
know that RenderMan can output depth information.
6. The RenderMan Interface Specification has a rather complex viewing transformation. The interface has many calls which each set-up a
small piece of the transformation.
7. Each of these values has a “reasonable” default, which is to say that if you don't set it, it will default to something which is probably
appropriate, given the values that you have already set.

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8. The viewing transformation has lots of controls, but typically they are not all used together. Rather, a couple important controls are set and
the rest are let to default to their “logical” values.
9. The viewing transformation can be broken down into two pieces, the camera-to-screen projection and the screen-to-raster projection.

i. The camera-to-screen projection flattens the 3-D world onto the 2-D screen.

ii. The screen-to-raster projection maps every point on the screen onto some output pixel.

The Viewing Transformation Matrix:

Given the specification of the parameters $ (\alpha,n,f)$, we define a transformation that can be applied to all elements of a scene and takes the
truncated viewing volume (bounded by the viewing pyramid and the planes $ z=-n$ and $ z=-f$) to the cube $ -1 \leq u,v,w \leq 1$. This
transformation is given by

The transformation $ A _{\alpha, n, f}$ is commonly referred to as the viewing transformation

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Veena Nandi (/u/181/veena-nandi/) • 210

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