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2d 3d Problems

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11 views81 pages

2d 3d Problems

Uploaded by

adarshbkl26
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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2d and 3d all solved problems we have asked 3

problems with 30 marks all must prepare well and do


it.
3D Transformations in Computer Graphics-

We have discussed-
● Transformation is a process of modifying and re-positioning the existing
graphics.
● 3D Transformations take place in a three dimensional plane.

In computer graphics, various transformation techniques are-


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1. Translation
2. Rotation
3. Scaling
4. Reflection
5. Shear

In this article, we will discuss about 3D Shearing in Computer Graphics.

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3D Shearing in Computer Graphics-

In Computer graphics,
3D Shearing is an ideal technique to change the shape of an existing object in a three dimensional plane.

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In a three dimensional plane, the object size can be changed along X direction, Y
direction as well as Z direction.
So, there are three versions of shearing-

1. Shearing in X direction
2. Shearing in Y direction
3. Shearing in Z direction

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Consider a point object O has to be sheared in a 3D plane.

Let-
● Initial coordinates of the object O = (Xold, Yold, Zold)
● Shearing parameter towards X direction = Shx
● Shearing parameter towards Y direction = Shy
● Shearing parameter towards Z direction = Shz
● New coordinates of the object O after shearing = (Xnew, Ynew, Znew)

Shearing in X Axis-

Shearing in X axis is achieved by using the following shearing equations-


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● Xnew = Xold
● Ynew = Yold + Shy x Xold
● Znew = Zold + Shz x Xold

In Matrix form, the above shearing equations may be represented as-

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Shearing in Y Axis-

Shearing in Y axis is achieved by using the following shearing equations-


● Xnew = Xold + Shx x Yold
● Ynew = Yold
● Znew = Zold + Shz x Yold

In Matrix form, the above shearing equations may be represented as-

×
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Shearing in Z Axis-

Shearing in Z axis is achieved by using the following shearing equations-


● Xnew = Xold + Shx x Zold
● Ynew = Yold + Shy x Zold
● Znew = Zold

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In Matrix form, the above shearing equations may be represented as-


×

PRACTICE PROBLEMS BASED ON 3D SHEARING IN


COMPUTER GRAPHICS-

Problem-01:

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Given a 3D triangle with points (0, 0, 0), (1, 1, 2) and (1, 1, 3). Apply shear parameter 2
on X axis, 2 on Y axis and 3 on Z axis and find out the new coordinates of the object.

Solution-

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Given-
● Old corner coordinates of the triangle = A (0, 0, 0), B(1, 1, 2), C(1, 1, 3)

● Shearing parameter towards X direction (Shx) = 2


● Shearing parameter towards Y direction (Shy) = 2
● Shearing parameter towards Y direction (Shz) = 3

Shearing in X Axis-

For Coordinates A(0, 0, 0)

Let the new coordinates of corner A after shearing = (Xnew, Ynew, Znew).

Applying the shearing equations, we have-


● Xnew = Xold = 0
● Ynew = Yold + Shy x Xold = 0 + 2 x 0 = 0
● Znew = Zold + Shz x Xold = 0 + 3 x 0 = 0

Thus, New coordinates of corner A after shearing = (0, 0, 0).

For Coordinates B(1, 1, 2)

Let the new coordinates of corner B after shearing = (Xnew, Ynew, Znew).
×

Applying the shearing equations, we have-


● Xnew = Xold = 1
● Ynew = Yold + Shy x Xold = 1 + 2 x 1 = 3
● Znew = Zold + Shz x Xold = 2 + 3 x 1 = 5

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Thus, New coordinates of corner B after shearing = (1, 3, 5).

For Coordinates C(1, 1, 3)

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Let the new coordinates of corner C after shearing = (Xnew, Ynew, Znew).

Applying the shearing equations, we have-


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● Xnew = Xold = 1
● Ynew = Yold + Shy x Xold = 1 + 2 x 1 = 3
● Znew = Zold + Shz x Xold = 3 + 3 x 1 = 6

Thus, New coordinates of corner C after shearing = (1, 3, 6).


Thus, New coordinates of the triangle after shearing in X axis = A (0, 0, 0), B(1, 3, 5),
C(1, 3, 6).

Shearing in Y Axis-

For Coordinates A(0, 0, 0)

Let the new coordinates of corner A after shearing = (Xnew, Ynew, Znew).

Applying the shearing equations, we have-


● Xnew = Xold + Shx x Yold = 0 + 2 x 0 = 0
● Ynew = Yold = 0
● Znew = Zold + Shz x Yold = 0 + 3 x 0 = 0

Thus, New coordinates of corner A after shearing = (0, 0, 0).

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For Coordinates B(1, 1, 2)

Let the new coordinates of corner B after shearing = (Xnew, Ynew, Znew).

Applying the shearing equations, we have-


● Xnew = Xold + Shx x Yold = 1 + 2 x 1 = 3
● Ynew = Yold = 1
● Znew = Zold + Shz x Yold = 2 + 3 x 1 = 5

Thus, New coordinates of corner B after shearing = (3, 1, 5).


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For Coordinates C(1, 1, 3)

Let the new coordinates of corner C after shearing = (Xnew, Ynew, Znew).
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Applying the shearing equations, we have-


● Xnew = Xold + Shx x Yold = 1 + 2 x 1 = 3
● Ynew = Yold = 1
● Znew = Zold + Shz x Yold = 3 + 3 x 1 = 6

Thus, New coordinates of corner C after shearing = (3, 1, 6).


Thus, New coordinates of the triangle after shearing in Y axis = A (0, 0, 0), B(3, 1, 5),
C(3, 1, 6).

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Shearing in Z Axis-

For Coordinates A(0, 0, 0)

Let the new coordinates of corner A after shearing = (Xnew, Ynew, Znew).

Applying the shearing equations, we have-


● Xnew = Xold + Shx x Zold = 0 + 2 x 0 = 0
● Ynew = Yold + Shy x Zold = 0 + 2 x 0 = 0
● Znew = Zold = 0
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Thus, New coordinates of corner A after shearing = (0, 0, 0).

For Coordinates B(1, 1, 2)

s
Let the new coordinates of corner B after shearing = (Xnew, Ynew, Znew).

Applying the shearing equations, we have-


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● Xnew = Xold + Shx x Zold = 1 + 2 x 2 = 5


● Ynew = Yold + Shy x Zold = 1 + 2 x 2 = 5
● Znew = Zold = 2

Thus, New coordinates of corner B after shearing = (5, 5, 2).

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For Coordinates C(1, 1, 3)

Let the new coordinates of corner C after shearing = (Xnew, Ynew, Znew).

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Applying the shearing equations, we have-


● Xnew = Xold + Shx x Zold = 1 + 2 x 3 = 7
● Ynew = Yold + Shy x Zold = 1 + 2 x 3 = 7
● Znew = Zold = 3

Thus, New coordinates of corner C after shearing = (7, 7, 3).


Thus, New coordinates of the triangle after shearing in Z axis = A (0, 0, 0), B(5, 5, 2),
C(7, 7, 3).

To gain better understanding about 3D Shearing in Computer Graphics,


Watch this Video Lecture

Next Article- Bezier Curves


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Get more notes and other study material of Computer Graphics.


Watch video lectures by visiting our YouTube channel LearnVidFun.

3D Reflection in Computer Graphics | Definition |


Examples
Computer Graphics

3D Transformations in Computer Graphics-

We have discussed-
● Transformation is a process of modifying and re-positioning the existing
graphics.
● 3D Transformations take place in a three dimensional plane.

In computer graphics, various transformation techniques are-


1. Translation
2. Rotation
3. Scaling
4. Reflection
5. Shear

In this article, we will discuss about 3D Reflection in Computer Graphics.

3D Reflection in Computer Graphics-

● Reflection is a kind of rotation where the angle of rotation is 180 degree.


● The reflected object is always formed on the other side of mirror.
● The size of reflected object is same as the size of original object.

Consider a point object O has to be reflected in a 3D plane.


Let-
● Initial coordinates of the object O = (Xold, Yold, Zold)
● New coordinates of the reflected object O after reflection = (Xnew, Ynew,Znew)

In 3 dimensions, there are 3 possible types of reflection-

● Reflection relative to XY plane


● Reflection relative to YZ plane
● Reflection relative to XZ plane

Reflection Relative to XY Plane:

This reflection is achieved by using the following reflection equations-


● Xnew = Xold
● Ynew = Yold
● Znew = -Zold

In Matrix form, the above reflection equations may be represented as-


Reflection Relative to YZ Plane:

This reflection is achieved by using the following reflection equations-


● Xnew = -Xold
● Ynew = Yold
● Znew = Zold

In Matrix form, the above reflection equations may be represented as-


Reflection Relative to XZ Plane:

This reflection is achieved by using the following reflection equations-


● Xnew = Xold
● Ynew = -Yold
● Znew = Zold

In Matrix form, the above reflection equations may be represented as-


PRACTICE PROBLEMS BASED ON 3D REFLECTION
IN COMPUTER GRAPHICS-

Problem-01:

Given a 3D triangle with coordinate points A(3, 4, 1), B(6, 4, 2), C(5, 6, 3). Apply the
reflection on the XY plane and find out the new coordinates of the object.

Solution-

Given-
● Old corner coordinates of the triangle = A (3, 4, 1), B(6, 4, 2), C(5, 6, 3)
● Reflection has to be taken on the XY plane

For Coordinates A(3, 4, 1)


Let the new coordinates of corner A after reflection = (Xnew, Ynew, Znew).

Applying the reflection equations, we have-


● Xnew = Xold = 3
● Ynew = Yold = 4
● Znew = -Zold = -1

Thus, New coordinates of corner A after reflection = (3, 4, -1).

For Coordinates B(6, 4, 2)

Let the new coordinates of corner B after reflection = (Xnew, Ynew, Znew).

Applying the reflection equations, we have-


● Xnew = Xold = 6
● Ynew = Yold = 4
● Znew = -Zold = -2

Thus, New coordinates of corner B after reflection = (6, 4, -2).

For Coordinates C(5, 6, 3)

Let the new coordinates of corner C after reflection = (Xnew, Ynew, Znew).

Applying the reflection equations, we have-


● Xnew = Xold = 5
● Ynew = Yold = 6
● Znew = -Zold = -3
Thus, New coordinates of corner C after reflection = (5, 6, -3).
Thus, New coordinates of the triangle after reflection = A (3, 4, -1), B(6, 4, -2), C(5, 6,
-3).

Problem-02:

Given a 3D triangle with coordinate points A(3, 4, 1), B(6, 4, 2), C(5, 6, 3). Apply the
reflection on the XZ plane and find out the new coordinates of the object.

Solution-

Given-
● Old corner coordinates of the triangle = A (3, 4, 1), B(6, 4, 2), C(5, 6, 3)
● Reflection has to be taken on the XZ plane

For Coordinates A(3, 4, 1)

Let the new coordinates of corner A after reflection = (Xnew, Ynew, Znew).

Applying the reflection equations, we have-


● Xnew = Xold = 3
● Ynew = -Yold = -4
● Znew = Zold = 1

Thus, New coordinates of corner A after reflection = (3, -4, 1).

For Coordinates B(6, 4, 2)


Let the new coordinates of corner B after reflection = (Xnew, Ynew, Znew).

Applying the reflection equations, we have-


● Xnew = Xold = 6
● Ynew = -Yold = -4
● Znew = Zold = 2

Thus, New coordinates of corner B after reflection = (6, -4, 2).

For Coordinates C(5, 6, 3)

Let the new coordinates of corner C after reflection = (Xnew, Ynew, Znew).

Applying the reflection equations, we have-


● Xnew = Xold = 5
● Ynew = -Yold = -6
● Znew = Zold = 3

Thus, New coordinates of corner C after reflection = (5, -6, 3).


Thus, New coordinates of the triangle after reflection = A (3, -4, 1), B(6, -4, 2), C(5, -6,
3).

To gain better understanding about 3D Reflection in Computer Graphics,


Watch this Video Lecture

Next Article- 3D Shearing in Computer Graphics

Get more notes and other study material of Computer Graphics.


Watch video lectures by visiting our YouTube channel LearnVidFun.

3D Scaling in Computer Graphics | Definition |


Examples
Computer Graphics

3D Transformations in Computer Graphics-

We have discussed-
● Transformation is a process of modifying and re-positioning the existing
graphics.
● 3D Transformations take place in a three dimensional plane.

In computer graphics, various transformation techniques are-

1. Translation
2. Rotation
3. Scaling
4. Reflection
5. Shear

In this article, we will discuss about 3D Scaling in Computer Graphics.

3D Scaling in Computer Graphics-

In computer graphics, scaling is a process of modifying or altering the size of objects.

● Scaling may be used to increase or reduce the size of object.


● Scaling subjects the coordinate points of the original object to change.
● Scaling factor determines whether the object size is to be increased or
reduced.
● If scaling factor > 1, then the object size is increased.
● If scaling factor < 1, then the object size is reduced.

Consider a point object O has to be scaled in a 3D plane.

Let-
● Initial coordinates of the object O = (Xold, Yold,Zold)
● Scaling factor for X-axis = Sx
● Scaling factor for Y-axis = Sy
● Scaling factor for Z-axis = Sz
● New coordinates of the object O after scaling = (Xnew, Ynew, Znew)

This scaling is achieved by using the following scaling equations-


● Xnew = Xold x Sx
● Ynew = Yold x Sy
● Znew = Zold x Sz
In Matrix form, the above scaling equations may be represented as-

PRACTICE PROBLEMS BASED ON 3D SCALING IN


COMPUTER GRAPHICS-

Problem-01:

Given a 3D object with coordinate points A(0, 3, 3), B(3, 3, 6), C(3, 0, 1), D(0, 0, 0).
Apply the scaling parameter 2 towards X axis, 3 towards Y axis and 3 towards Z axis
and obtain the new coordinates of the object.

Solution-

Given-
● Old coordinates of the object = A (0, 3, 3), B(3, 3, 6), C(3, 0, 1), D(0, 0, 0)
● Scaling factor along X axis = 2
● Scaling factor along Y axis = 3
● Scaling factor along Z axis = 3

For Coordinates A(0, 3, 3)

Let the new coordinates of A after scaling = (Xnew, Ynew, Znew).

Applying the scaling equations, we have-


● Xnew = Xold x Sx = 0 x 2 = 0
● Ynew = Yold x Sy = 3 x 3 = 9
● Znew = Zold x Sz = 3 x 3 = 9

Thus, New coordinates of corner A after scaling = (0, 9, 9).

For Coordinates B(3, 3, 6)

Let the new coordinates of B after scaling = (Xnew, Ynew, Znew).

Applying the scaling equations, we have-


● Xnew = Xold x Sx = 3 x 2 = 6
● Ynew = Yold x Sy = 3 x 3 = 9
● Znew = Zold x Sz = 6 x 3 = 18

Thus, New coordinates of corner B after scaling = (6, 9, 18).

For Coordinates C(3, 0, 1)

Let the new coordinates of C after scaling = (Xnew, Ynew, Znew).


Applying the scaling equations, we have-
● Xnew = Xold x Sx = 3 x 2 = 6
● Ynew = Yold x Sy = 0 x 3 = 0
● Znew = Zold x Sz = 1 x 3 = 3

Thus, New coordinates of corner C after scaling = (6, 0, 3).

For Coordinates D(0, 0, 0)

Let the new coordinates of D after scaling = (Xnew, Ynew, Znew).

Applying the scaling equations, we have-


● Xnew = Xold x Sx = 0 x 2 = 0
● Ynew = Yold x Sy = 0 x 3 = 0
● Znew = Zold x Sz = 0 x 3 = 0

Thus, New coordinates of corner D after scaling = (0, 0, 0).

To gain better understanding about 3D Scaling in Computer Graphics,


Watch this Video Lecture

Next Article- 3D Reflection in Computer Graphics

Get more notes and other study material of Computer Graphics.


Watch video lectures by visiting our YouTube channel LearnVidFun.

3D Rotation in Computer Graphics | Definition |


Examples
Computer Graphics
3D Transformations in Computer Graphics-

We have discussed-
● Transformation is a process of modifying and re-positioning the existing
graphics.
● 3D Transformations take place in a three dimensional plane.

In computer graphics, various transformation techniques are-

1. Translation
2. Rotation
3. Scaling
4. Reflection
5. Shear

In this article, we will discuss about 3D Rotation in Computer Graphics.


3D Rotation in Computer Graphics-

In Computer graphics,
3D Rotation is a process of rotating an object with respect to an angle in a three dimensional plane.

Consider a point object O has to be rotated from one angle to another in a 3D plane.

Let-
● Initial coordinates of the object O = (Xold, Yold, Zold)
● Initial angle of the object O with respect to origin = Φ
● Rotation angle = θ
● New coordinates of the object O after rotation = (Xnew, Ynew, Znew)

In 3 dimensions, there are 3 possible types of rotation-


● X-axis Rotation
● Y-axis Rotation
● Z-axis Rotation

For X-Axis Rotation-

This rotation is achieved by using the following rotation equations-


● Xnew = Xold
● Ynew = Yold x cosθ – Zold x sinθ
● Znew = Yold x sinθ + Zold x cosθ

In Matrix form, the above rotation equations may be represented as-


For Y-Axis Rotation-

This rotation is achieved by using the following rotation equations-


● Xnew = Zold x sinθ + Xold x cosθ
● Ynew = Yold
● Znew = Yold x cosθ – Xold x sinθ

In Matrix form, the above rotation equations may be represented as-


For Z-Axis Rotation-

This rotation is achieved by using the following rotation equations-


● Xnew = Xold x cosθ – Yold x sinθ
● Ynew = Xold x sinθ + Yold x cosθ
● Znew = Zold

In Matrix form, the above rotation equations may be represented as-


PRACTICE PROBLEMS BASED ON 3D ROTATION IN
COMPUTER GRAPHICS-

Problem-01:

Given a homogeneous point (1, 2, 3). Apply rotation 90 degree towards X, Y and Z axis
and find out the new coordinate points.

Solution-

Given-
● Old coordinates = (Xold, Yold, Zold) = (1, 2, 3)
● Rotation angle = θ = 90º

For X-Axis Rotation-


Let the new coordinates after rotation = (Xnew, Ynew, Znew).

Applying the rotation equations, we have-


● Xnew = Xold = 1
● Ynew = Yold x cosθ – Zold x sinθ = 2 x cos90° – 3 x sin90° = 2 x 0 – 3 x 1 = -3
● Znew = Yold x sinθ + Zold x cosθ = 2 x sin90° + 3 x cos90° = 2 x 1 + 3 x 0 = 2

Thus, New coordinates after rotation = (1, -3, 2).

For Y-Axis Rotation-

Let the new coordinates after rotation = (Xnew, Ynew, Znew).

Applying the rotation equations, we have-


● Xnew = Zold x sinθ + Xold x cosθ = 3 x sin90° + 1 x cos90° = 3 x 1 + 1 x 0 = 3
● Ynew = Yold = 2
● Znew = Yold x cosθ – Xold x sinθ = 2 x cos90° – 1 x sin90° = 2 x 0 – 1 x 1 = -1

Thus, New coordinates after rotation = (3, 2, -1).

For Z-Axis Rotation-

Let the new coordinates after rotation = (Xnew, Ynew, Znew).

Applying the rotation equations, we have-


● Xnew = Xold x cosθ – Yold x sinθ = 1 x cos90° – 2 x sin90° = 1 x 0 – 2 x 1 = -2
● Ynew = Xold x sinθ + Yold x cosθ = 1 x sin90° + 2 x cos90° = 1 x 1 + 2 x 0 = 1
● Znew = Zold = 3
Thus, New coordinates after rotation = (-2, 1, 3).

To gain better understanding about 3D Rotation in Computer Graphics,


Watch this Video Lecture

Next Article- 3D Scaling in Computer Graphics

Get more notes and other study material of Computer Graphics.


Watch video lectures by visiting our YouTube channel LearnVidFun.

3D Translation in Computer Graphics | Definition |


Examples
Computer Graphics

3D Transformation in Computer Graphics-

In Computer graphics,
Transformation is a process of modifying and re-positioning the existing graphics.

● 3D Transformations take place in a three dimensional plane.


● 3D Transformations are important and a bit more complex than 2D
Transformations.
● Transformations are helpful in changing the position, size, orientation, shape
etc of the object.

Transformation Techniques-
In computer graphics, various transformation techniques are-

1. Translation
2. Rotation
3. Scaling
4. Reflection
5. Shear

In this article, we will discuss about 3D Translation in Computer Graphics.

3D Translation in Computer Graphics-

In Computer graphics,
3D Translation is a process of moving an object from one position to another in a three dimensional plane.
Consider a point object O has to be moved from one position to another in a 3D plane.

Let-
● Initial coordinates of the object O = (Xold, Yold, Zold)
● New coordinates of the object O after translation = (Xnew, Ynew, Zold)
● Translation vector or Shift vector = (Tx, Ty, Tz)

Given a Translation vector (Tx, Ty, Tz)-


● Tx defines the distance the Xold coordinate has to be moved.
● Ty defines the distance the Yold coordinate has to be moved.
● Tz defines the distance the Zold coordinate has to be moved.

This translation is achieved by adding the translation coordinates to the old coordinates
of the object as-
● Xnew = Xold + Tx (This denotes translation towards X axis)
● Ynew = Yold + Ty (This denotes translation towards Y axis)
● Znew = Zold + Tz (This denotes translation towards Z axis)
In Matrix form, the above translation equations may be represented as-

Also Read- 2D Translation in Computer Graphics

PRACTICE PROBLEM BASED ON 3D TRANSLATION


IN COMPUTER GRAPHICS-

Problem-

Given a 3D object with coordinate points A(0, 3, 1), B(3, 3, 2), C(3, 0, 0), D(0, 0, 0).
Apply the translation with the distance 1 towards X axis, 1 towards Y axis and 2 towards
Z axis and obtain the new coordinates of the object.

Solution-
Given-
● Old coordinates of the object = A (0, 3, 1), B(3, 3, 2), C(3, 0, 0), D(0, 0, 0)
● Translation vector = (Tx, Ty, Tz) = (1, 1, 2)

For Coordinates A(0, 3, 1)

Let the new coordinates of A = (Xnew, Ynew, Znew).

Applying the translation equations, we have-


● Xnew = Xold + Tx = 0 + 1 = 1
● Ynew = Yold + Ty = 3 + 1 = 4
● Znew = Zold + Tz = 1 + 2 = 3

Thus, New coordinates of A = (1, 4, 3).

For Coordinates B(3, 3, 2)

Let the new coordinates of B = (Xnew, Ynew, Znew).

Applying the translation equations, we have-


● Xnew = Xold + Tx = 3 + 1 = 4
● Ynew = Yold + Ty = 3 + 1 = 4
● Znew = Zold + Tz = 2 + 2 = 4

Thus, New coordinates of B = (4, 4, 4).

For Coordinates C(3, 0, 0)


Let the new coordinates of C = (Xnew, Ynew, Znew).

Applying the translation equations, we have-


● Xnew = Xold + Tx = 3 + 1 = 4
● Ynew = Yold + Ty = 0 + 1 = 1
● Znew = Zold + Tz = 0 + 2 = 2

Thus, New coordinates of C = (4, 1, 2).

For Coordinates D(0, 0, 0)

Let the new coordinates of D = (Xnew, Ynew, Znew).

Applying the translation equations, we have-


● Xnew = Xold + Tx = 0 + 1 = 1
● Ynew = Yold + Ty = 0 + 1 = 1
● Znew = Zold + Tz = 0 + 2 = 2

Thus, New coordinates of D = (1, 1, 2).


Thus, New coordinates of the object = A (1, 4, 3), B(4, 4, 4), C(4, 1, 2), D(1, 1, 2).

To gain better understanding about 3D Translation in Computer Graphics,


2d

2D Transformations in Computer Graphics-

We have discussed-
● Transformation is a process of modifying and re-positioning the existing
graphics.
● 2D Transformations take place in a two dimensional plane.

In computer graphics, various transformation techniques are-

1. Translation
2. Rotation
3. Scaling
4. Reflection
5. Shear

In this article, we will discuss about 2D Shearing in Computer Graphics.


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2D Shearing in Computer Graphics-

In Computer graphics,
2D Shearing is an ideal technique to change the shape of an existing object in a two dimensional plane.

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In a two dimensional plane, the object size can be changed along X direction as well as
Y direction.
So, there are two versions of shearing-

1. Shearing in X direction
2. Shearing in Y direction

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Consider a point object O has to be sheared in a 2D plane.

Let-
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● Initial coordinates of the object O = (Xold, Yold)


● Shearing parameter towards X direction = Shx
● Shearing parameter towards Y direction = Shy
● New coordinates of the object O after shearing = (Xnew, Ynew)

Shearing in X Axis-

Shearing in X axis is achieved by using the following shearing equations-


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● Xnew = Xold + Shx x Yold


● Ynew = Yold

In Matrix form, the above shearing equations may be represented as-

For homogeneous coordinates, the above shearing matrix may be represented as a 3 x


3 matrix as-
Shearing in Y Axis-

Shearing in Y axis is achieved by using the following shearing equations-


● Xnew = Xold
● Ynew = Yold + Shy x Xold

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In Matrix form, the above shearing equations may be represented as-
For homogeneous coordinates, the above shearing matrix may be represented as a 3 x
3 matrix as-

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PRACTICE PROBLEMS BASED ON 2D SHEARING IN


COMPUTER GRAPHICS-
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Problem-01:

Given a triangle with points (1, 1), (0, 0) and (1, 0). Apply shear parameter 2 on X axis
and 2 on Y axis and find out the new coordinates of the object.

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Solution-

Given-
● Old corner coordinates of the triangle = A (1, 1), B(0, 0), C(1, 0)
● Shearing parameter towards X direction (Shx) = 2
● Shearing parameter towards Y direction (Shy) = 2

Shearing in X Axis-

For Coordinates A(1, 1)

Let the new coordinates of corner A after shearing = (Xnew, Ynew).

Applying the shearing equations, we have-


● Xnew = Xold + Shx x Yold = 1 + 2 x 1 = 3
● Ynew = Yold = 1

Thus, New coordinates of corner A after shearing = (3, 1).


For Coordinates B(0, 0)

Let the new coordinates of corner B after shearing = (Xnew, Ynew).

Applying the shearing equations, we have-


● Xnew = Xold + Shx x Yold = 0 + 2 x 0 = 0
● Ynew = Yold = 0

Thus, New coordinates of corner B after shearing = (0, 0).

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For Coordinates C(1, 0)

Let the new coordinates of corner C after shearing = (Xnew, Ynew).

s
Applying the shearing equations, we have-
● Xnew = Xold + Shx x Yold = 1 + 2 x 0 = 1
● Ynew = Yold = 0

Thus, New coordinates of corner C after shearing = (1, 0).


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Thus, New coordinates of the triangle after shearing in X axis = A (3, 1), B(0, 0), C(1, 0).

Shearing in Y Axis-

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For Coordinates A(1, 1)

Let the new coordinates of corner A after shearing = (Xnew, Ynew).

s
Applying the shearing equations, we have-
● Xnew = Xold = 1
● Ynew = Yold + Shy x Xold = 1 + 2 x 1 = 3

Thus, New coordinates of corner A after shearing = (1, 3).

For Coordinates B(0, 0)

Let the new coordinates of corner B after shearing = (Xnew, Ynew).


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Applying the shearing equations, we have-


● Xnew = Xold = 0
● Ynew = Yold + Shy x Xold = 0 + 2 x 0 = 0

Thus, New coordinates of corner B after shearing = (0, 0).

For Coordinates C(1, 0)

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Let the new coordinates of corner C after shearing = (Xnew, Ynew).


Applying the shearing equations, we have-
● Xnew = Xold = 1
● Ynew = Yold + Shy x Xold = 0 + 2 x 1 = 2

Thus, New coordinates of corner C after shearing = (1, 2).


Thus, New coordinates of the triangle after shearing in Y axis = A (1, 3), B(0, 0), C(1, 2).
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2D Reflection in Computer Graphics | Definition |


Examples
Computer Graphics

2D Transformations in Computer Graphics-

We have discussed-
● Transformation is a process of modifying and re-positioning the existing
graphics.
● 2D Transformations take place in a two dimensional plane.

In computer graphics, various transformation techniques are-


1. Translation
2. Rotation
3. Scaling
4. Reflection
5. Shear

In this article, we will discuss about 2D Reflection in Computer Graphics.

2D Reflection in Computer Graphics-

● Reflection is a kind of rotation where the angle of rotation is 180 degree.


● The reflected object is always formed on the other side of mirror.
● The size of reflected object is same as the size of original object.

Consider a point object O has to be reflected in a 2D plane.

Let-
● Initial coordinates of the object O = (Xold, Yold)
● New coordinates of the reflected object O after reflection = (Xnew, Ynew)

Reflection On X-Axis:

This reflection is achieved by using the following reflection equations-


● Xnew = Xold
● Ynew = -Yold

In Matrix form, the above reflection equations may be represented as-


For homogeneous coordinates, the above reflection matrix may be represented as a 3 x
3 matrix as-

Reflection On Y-Axis:

This reflection is achieved by using the following reflection equations-


● Xnew = -Xold
● Ynew = Yold
In Matrix form, the above reflection equations may be represented as-

For homogeneous coordinates, the above reflection matrix may be represented as a 3 x


3 matrix as-

PRACTICE PROBLEMS BASED ON 2D REFLECTION


IN COMPUTER GRAPHICS-
Problem-01:

Given a triangle with coordinate points A(3, 4), B(6, 4), C(5, 6). Apply the reflection on
the X axis and obtain the new coordinates of the object.

Solution-

Given-
● Old corner coordinates of the triangle = A (3, 4), B(6, 4), C(5, 6)
● Reflection has to be taken on the X axis

For Coordinates A(3, 4)

Let the new coordinates of corner A after reflection = (Xnew, Ynew).

Applying the reflection equations, we have-


● Xnew = Xold = 3
● Ynew = -Yold = -4

Thus, New coordinates of corner A after reflection = (3, -4).

For Coordinates B(6, 4)

Let the new coordinates of corner B after reflection = (Xnew, Ynew).

Applying the reflection equations, we have-


● Xnew = Xold = 6
● Ynew = -Yold = -4

Thus, New coordinates of corner B after reflection = (6, -4).

For Coordinates C(5, 6)

Let the new coordinates of corner C after reflection = (Xnew, Ynew).

Applying the reflection equations, we have-


● Xnew = Xold = 5
● Ynew = -Yold = -6

Thus, New coordinates of corner C after reflection = (5, -6).

Thus, New coordinates of the triangle after reflection = A (3, -4), B(6, -4), C(5, -6).
Problem-02:

Given a triangle with coordinate points A(3, 4), B(6, 4), C(5, 6). Apply the reflection on
the Y axis and obtain the new coordinates of the object.

Solution-

Given-
● Old corner coordinates of the triangle = A (3, 4), B(6, 4), C(5, 6)
● Reflection has to be taken on the Y axis

For Coordinates A(3, 4)

Let the new coordinates of corner A after reflection = (Xnew, Ynew).

Applying the reflection equations, we have-


● Xnew = -Xold = -3
● Ynew = Yold = 4

Thus, New coordinates of corner A after reflection = (-3, 4).

For Coordinates B(6, 4)

Let the new coordinates of corner B after reflection = (Xnew, Ynew).

Applying the reflection equations, we have-


● Xnew = -Xold = -6
● Ynew = Yold = 4

Thus, New coordinates of corner B after reflection = (-6, 4).

For Coordinates C(5, 6)

Let the new coordinates of corner C after reflection = (Xnew, Ynew).

Applying the reflection equations, we have-


● Xnew = -Xold = -5
● Ynew = Yold = 6

Thus, New coordinates of corner C after reflection = (-5, 6).

Thus, New coordinates of the triangle after reflection = A (-3, 4), B(-6, 4), C(-5, 6).

To gain better understanding about 2D Reflection in Computer Graphics,


Watch this Video Lecture

Next Article- 2D Shearing in Computer Graphics

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2D Scaling in Computer Graphics | Definition |


Examples
Uncategorized

2D Transformations in Computer Graphics-

We have discussed-
● Transformation is a process of modifying and re-positioning the existing
graphics.
● 2D Transformations take place in a two dimensional plane.

In computer graphics, various transformation techniques are-

1. Translation
2. Rotation
3. Scaling
4. Reflection
5. Shear

In this article, we will discuss about 2D Scaling in Computer Graphics.


2D Scaling in Computer Graphics-

In computer graphics, scaling is a process of modifying or altering the size of objects.

● Scaling may be used to increase or reduce the size of object.


● Scaling subjects the coordinate points of the original object to change.
● Scaling factor determines whether the object size is to be increased or
reduced.
● If scaling factor > 1, then the object size is increased.
● If scaling factor < 1, then the object size is reduced.

Consider a point object O has to be scaled in a 2D plane.

Let-
● Initial coordinates of the object O = (Xold, Yold)
● Scaling factor for X-axis = Sx
● Scaling factor for Y-axis = Sy
● New coordinates of the object O after scaling = (Xnew, Ynew)

This scaling is achieved by using the following scaling equations-


● Xnew = Xold x Sx
● Ynew = Yold x Sy

In Matrix form, the above scaling equations may be represented as-


For homogeneous coordinates, the above scaling matrix may be represented as a 3 x 3
matrix as-

PRACTICE PROBLEMS BASED ON 2D SCALING IN


COMPUTER GRAPHICS-

Problem-01:
Given a square object with coordinate points A(0, 3), B(3, 3), C(3, 0), D(0, 0). Apply the
scaling parameter 2 towards X axis and 3 towards Y axis and obtain the new
coordinates of the object.

Solution-

Given-
● Old corner coordinates of the square = A (0, 3), B(3, 3), C(3, 0), D(0, 0)
● Scaling factor along X axis = 2
● Scaling factor along Y axis = 3

For Coordinates A(0, 3)

Let the new coordinates of corner A after scaling = (Xnew, Ynew).

Applying the scaling equations, we have-


● Xnew = Xold x Sx = 0 x 2 = 0
● Ynew = Yold x Sy = 3 x 3 = 9

Thus, New coordinates of corner A after scaling = (0, 9).

For Coordinates B(3, 3)

Let the new coordinates of corner B after scaling = (Xnew, Ynew).

Applying the scaling equations, we have-


● Xnew = Xold x Sx = 3 x 2 = 6
● Ynew = Yold x Sy = 3 x 3 = 9
Thus, New coordinates of corner B after scaling = (6, 9).

For Coordinates C(3, 0)

Let the new coordinates of corner C after scaling = (Xnew, Ynew).

Applying the scaling equations, we have-


● Xnew = Xold x Sx = 3 x 2 = 6
● Ynew = Yold x Sy = 0 x 3 = 0

Thus, New coordinates of corner C after scaling = (6, 0).

For Coordinates D(0, 0)

Let the new coordinates of corner D after scaling = (Xnew, Ynew).

Applying the scaling equations, we have-


● Xnew = Xold x Sx = 0 x 2 = 0
● Ynew = Yold x Sy = 0 x 3 = 0

Thus, New coordinates of corner D after scaling = (0, 0).

Thus, New coordinates of the square after scaling = A (0, 9), B(6, 9), C(6, 0), D(0, 0).
To gain better understanding about 2D Scaling in Computer Graphics,
Watch this Video Lecture

Next Article- 2D Reflection in Computer Graphics

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2D Rotation in Computer Graphics | Definition |


Examples
Computer Graphics

2D Transformations in Computer Graphics-

We have discussed-
● Transformation is a process of modifying and re-positioning the existing
graphics.
● 2D Transformations take place in a two dimensional plane.
In computer graphics, various transformation techniques are-

1. Translation
2. Rotation
3. Scaling
4. Reflection
5. Shear

In this article, we will discuss about 2D Rotation in Computer Graphics.

2D Rotation in Computer Graphics-

In Computer graphics,
2D Rotation is a process of rotating an object with respect to an angle in a two dimensional plane.

Consider a point object O has to be rotated from one angle to another in a 2D plane.

Let-
● Initial coordinates of the object O = (Xold, Yold)
● Initial angle of the object O with respect to origin = Φ
● Rotation angle = θ
● New coordinates of the object O after rotation = (Xnew, Ynew)

This rotation is achieved by using the following rotation equations-


● Xnew = Xold x cosθ – Yold x sinθ
● Ynew = Xold x sinθ + Yold x cosθ

In Matrix form, the above rotation equations may be represented as-


For homogeneous coordinates, the above rotation matrix may be represented as a 3 x 3
matrix as-

PRACTICE PROBLEMS BASED ON 2D ROTATION IN


COMPUTER GRAPHICS-

Problem-01:
Given a line segment with starting point as (0, 0) and ending point as (4, 4). Apply 30
degree rotation anticlockwise direction on the line segment and find out the new
coordinates of the line.

Solution-

We rotate a straight line by its end points with the same angle. Then, we re-draw a line
between the new end points.

Given-
● Old ending coordinates of the line = (Xold, Yold) = (4, 4)
● Rotation angle = θ = 30º

Let new ending coordinates of the line after rotation = (Xnew, Ynew).

Applying the rotation equations, we have-

Xnew
= Xold x cosθ – Yold x sinθ
= 4 x cos30º – 4 x sin30º
= 4 x (√3 / 2) – 4 x (1 / 2)
= 2√3 – 2
= 2(√3 – 1)
= 2(1.73 – 1)
= 1.46

Ynew
= Xold x sinθ + Yold x cosθ
= 4 x sin30º + 4 x cos30º
= 4 x (1 / 2) + 4 x (√3 / 2)
= 2 + 2√3
= 2(1 + √3)
= 2(1 + 1.73)
= 5.46

Thus, New ending coordinates of the line after rotation = (1.46, 5.46).

Alternatively,

In matrix form, the new ending coordinates of the line after rotation may be obtained as-
Thus, New ending coordinates of the line after rotation = (1.46, 5.46).
Problem-02:

Given a triangle with corner coordinates (0, 0), (1, 0) and (1, 1). Rotate the triangle by
90 degree anticlockwise direction and find out the new coordinates.

Solution-

We rotate a polygon by rotating each vertex of it with the same rotation angle.

Given-
● Old corner coordinates of the triangle = A (0, 0), B(1, 0), C(1, 1)
● Rotation angle = θ = 90º

For Coordinates A(0, 0)


Let the new coordinates of corner A after rotation = (Xnew, Ynew).

Applying the rotation equations, we have-

Xnew
= Xold x cosθ – Yold x sinθ
= 0 x cos90º – 0 x sin90º
=0

Ynew
= Xold x sinθ + Yold x cosθ
= 0 x sin90º + 0 x cos90º
=0

Thus, New coordinates of corner A after rotation = (0, 0).

For Coordinates B(1, 0)

Let the new coordinates of corner B after rotation = (Xnew, Ynew).

Xnew
= Xold x cosθ – Yold x sinθ
= 1 x cos90º – 0 x sin90º
=0

Ynew
= Xold x sinθ + Yold x cosθ
= 1 x sin90º + 0 x cos90º
=1+0
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=1

Thus, New coordinates of corner B after rotation = (0, 1).

For Coordinates C(1, 1)

Let the new coordinates of corner C after rotation = (Xnew, Ynew).


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Xnew
= Xold x cosθ – Yold x sinθ

= 1 x cos90º – 1 x sin90º
=0–1
= -1
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Ynew
= Xold x sinθ + Yold x cosθ
= 1 x sin90º + 1 x cos90º
=1+0
=1
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Thus, New coordinates of corner C after rotation = (-1, 1).

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Thus, New coordinates of the triangle after rotation = A (0, 0), B(0, 1), C(-1, 1).

To gain better understanding about 2D Rotation in Computer Graphics,


Watch this Video Lecture
Next Article- 2D Scaling in Computer Graphics

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2D Translation in Computer Graphics | Definition |


Examples
Computer Graphics

2D Transformation in Computer Graphics-

In Computer graphics,
Transformation is a process of modifying and re-positioning the existing graphics.

● 2D Transformations take place in a two dimensional plane.


● Transformations are helpful in changing the position, size, orientation, shape
etc of the object.

Transformation Techniques-

In computer graphics, various transformation techniques are-


1. Translation
2. Rotation
3. Scaling
4. Reflection
5. Shear

In this article, we will discuss about 2D Translation in Computer Graphics.

2D Translation in Computer Graphics-

In Computer graphics,
2D Translation is a process of moving an object from one position to another in a two dimensional plane.

Consider a point object O has to be moved from one position to another in a 2D plane.
Let-
● Initial coordinates of the object O = (Xold, Yold)
● New coordinates of the object O after translation = (Xnew, Ynew)
● Translation vector or Shift vector = (Tx, Ty)

Given a Translation vector (Tx, Ty)-


● Tx defines the distance the Xold coordinate has to be moved.
● Ty defines the distance the Yold coordinate has to be moved.

This translation is achieved by adding the translation coordinates to the old coordinates
of the object as-
● Xnew = Xold + Tx (This denotes translation towards X axis)
● Ynew = Yold + Ty (This denotes translation towards Y axis)

In Matrix form, the above translation equations may be represented as-


● The homogeneous coordinates representation of (X, Y) is (X, Y, 1).
● Through this representation, all the transformations can be performed using
matrix / vector multiplications.

The above translation matrix may be represented as a 3 x 3 matrix as-

PRACTICE PROBLEMS BASED ON 2D TRANSLATION


IN COMPUTER GRAPHICS-
Problem-01:

Given a circle C with radius 10 and center coordinates (1, 4). Apply the translation with
distance 5 towards X axis and 1 towards Y axis. Obtain the new coordinates of C
without changing its radius.

Solution-

Given-
● Old center coordinates of C = (Xold, Yold) = (1, 4)
● Translation vector = (Tx, Ty) = (5, 1)

Let the new center coordinates of C = (Xnew, Ynew).

Applying the translation equations, we have-


● Xnew = Xold + Tx = 1 + 5 = 6
● Ynew = Yold + Ty = 4 + 1 = 5

Thus, New center coordinates of C = (6, 5).

Alternatively,

In matrix form, the new center coordinates of C after translation may be obtained as-
Thus, New center coordinates of C = (6, 5).
Problem-02:

Given a square with coordinate points A(0, 3), B(3, 3), C(3, 0), D(0, 0). Apply the
translation with distance 1 towards X axis and 1 towards Y axis. Obtain the new
coordinates of the square.

Solution-

Given-
● Old coordinates of the square = A (0, 3), B(3, 3), C(3, 0), D(0, 0)
● Translation vector = (Tx, Ty) = (1, 1)

For Coordinates A(0, 3)

Let the new coordinates of corner A = (Xnew, Ynew).

Applying the translation equations, we have-


● Xnew = Xold + Tx = 0 + 1 = 1
● Ynew = Yold + Ty = 3 + 1 = 4

Thus, New coordinates of corner A = (1, 4).

For Coordinates B(3, 3)

Let the new coordinates of corner B = (Xnew, Ynew).

Applying the translation equations, we have-


● Xnew = Xold + Tx = 3 + 1 = 4
● Ynew = Yold + Ty = 3 + 1 = 4

Thus, New coordinates of corner B = (4, 4).

For Coordinates C(3, 0)

Let the new coordinates of corner C = (Xnew, Ynew).

Applying the translation equations, we have-


● Xnew = Xold + Tx = 3 + 1 = 4
● Ynew = Yold + Ty = 0 + 1 = 1

Thus, New coordinates of corner C = (4, 1).

For Coordinates D(0, 0)

Let the new coordinates of corner D = (Xnew, Ynew).

Applying the translation equations, we have-


● Xnew = Xold + Tx = 0 + 1 = 1
● Ynew = Yold + Ty = 0 + 1 = 1

Thus, New coordinates of corner D = (1, 1).


Thus, New coordinates of the square = A (1, 4), B(4, 4), C(4, 1), D(1, 1).
To gain better understanding about 2D Translation in Computer Graphics,

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