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Computer Graphics Unit-2

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Computer Graphics Unit-2

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tanishaanmol5519
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We take content rights seriously. If you suspect this is your content, claim it here.
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RENAISSANCE UNIVERSITY, INDORE

School of Computer Science


BCA/BSC V Sem

Subject: Computer Graphics


Unit 2

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
2D Translation
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-
PRACTICE PROBLEMS BASED ON 2D TRANSLATION
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).

2D Rotation
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-

PRACTICE PROBLEMS BASED ON 2D ROTATION


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
=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).

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

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

Thus, New coordinates of corner C after rotation = (-1, 1).


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

2D Scaling
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-
PRACTICE PROBLEMS BASED ON 2D SCALING
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).

2D Reflection
Reflection deals with obtaining a mirror image of the 2D object.
● 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-

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-

PRACTICE PROBLEMS BASED ON 2D REFLECTION

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).

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

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

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

Let-
● 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-


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

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

Shearing in Y Axis-

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


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

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

PRACTICE PROBLEMS BASED ON 2D SHEARING


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.

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).

For Coordinates C(1, 0)

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

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).


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

Shearing in Y 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 = 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).

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)

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).

Window to Viewport Co-ordinate Transformation


Window to Viewport Transformation is the process of transforming 2D world-coordinate
objects to device coordinates. Objects inside the world or clipping window are mapped to
the viewport which is the area on the screen where world coordinates are mapped to be
displayed.
Fig shows the window to viewport mapping. A point at position (xw, yw) in window
mapped into position (xv, yv) in the associated viewport.

In order to maintain the same relative placement of the point in the viewport as in the
window, we require:

Solving these impressions for the viewport position (xv, yv), we have

xv=xvmin+(xw-xwmin)sx
yv=yvmin+(yw-ywmin)sy ……………………………...........equation 2

Where scaling factors are:

Equation (1) and Equation (2) can also be derived with a set of transformation that
converts the window or world coordinate area into the viewport or screen coordinate area.

This conversation is performed with the following sequence of transformations:


1. Perform a scaling transformation using a fixed point position (xwmin,ywmin) that
scales the window area to the size of the viewport.
2. Translate the scaled window area to the position of the viewport. Relative
proportions of objects are maintained if the scaling factors are the same (sx=sy).

From normalized coordinates, object descriptions are mapped to the various display
devices.

Any number of output devices can we open in a particular app, and three windows to
viewport transformation can be performed for each open output device.
This mapping called workstation transformation (It is accomplished by selecting a window
area in normalized space and a viewport area in the coordinates of the display device).

As in fig, workstation transformation to partition a view so that different parts of


normalized space can be displayed on various output devices).

Matrix Representation of the above three steps of Transformation:


Step1:Translate window to origin 1
Tx=-Xwmin
Ty=-Ywmin

Step2:Scaling of the window to match its size to the viewport


Sx=(Xymax-Xvmin)/(Xwmax-Xwmin)
Sy=(Yvmax-Yvmin)/(Ywmax-Ywmin)

Step3:Again translate viewport to its correct position on screen.


Tx=Xvmin
Ty=Yvmin

Above three steps can be represented in matrix form:


VT=T * S * T1
T = Translate window to the origin
S=Scaling of the window to viewport size
T1=Translating viewport on screen.

Viewing Transformation= T * S * T1

Advantage of Viewing Transformation:


We can display pictures on a device or display system according to our need and choice.

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