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    HCI & Computer Graphics
    COMP3145
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    Topics
    1. The Human: Input-output channels2. Human memory3. Thinking, Reasoning, Problem solving4. Emotions and Individual differences5. Psychology and design of interacting systems6. The Computer: Text entry devices7. Positioning, Pointing, and drawing devices8. Display devices9. Devices for virtual reality and 3D interaction10. Physical controls, Sensors and special devices11. Paper printing and scanning12. Memory, Processing and networks13. The Interaction: Models of interaction14. Frameworks and HCI15. Ergonomics16. Interaction styles17. Elements of the WIMP interfaces18. Interactivity and Context of interaction19. Usability Paradigm and Principles: Introduction20. Paradigms for interaction21. Interaction Design Basics: What is design22. Process of design and User focus23. Navigation design24. Screen design and layout25. Iteration and prototyping26. HCI in Software Process: Software life cycle27. Usability engineering28. Iterative design and prototyping29. Design rationale30. Design rules and Guidelines31. Golden rules and heuristics32. HCI patterns33. Evaluation techniques and methods34. Task analysis35. Universal design36. User support systems37. Computer Supported Cooperative Work38. Groupware systems39. Implementation of synchronous groupware40. Ubiquitous computing41. History of Computer Graphics42. Graphics architectures and software43. Imaging and vision: Pinhole camera, Human vision, Synthetic camera44. Modeling vs. rendering45. OpenGL Architecture46. Displaying simple two-dimensional geometric objects47. Positioning systems and windowed environment48. Color perception and models49. RGB, CMY, HLS color models50. Color transformations51. Color in OpenGL: RGB and indexed color52. Input: Network environment and client-server computing53. Input measures: event, sample and request input54. Using callbacks and picking55. Affine transformations: translation, rotation, scaling, shear56. Homogeneous coordinates and concatenation57. Current transformation and matrix stacks58. Three Dimensional Graphics: Classical viewing59. Specifying views in 3D60. Affine transformation in 3D61. Projective transformations62. Ray tracing63. Shading: Illumination and surface modeling64. Phong shading model65. Polygon shading66. Rasterization: Line drawing via Bresenham's algorithm67. Clipping and polygonal fill68. BitBlt operations69. Hidden surface removal (z buffer)70. Discrete Techniques: Buffers71. Reading and writing bitmaps and pixel maps72. Texture mapping73. Compositing
    COMP3145›Homogeneous coordinates and concatenation
    HCI & Computer GraphicsTopic 56 of 73

    Homogeneous coordinates and concatenation

    5 minread
    841words
    Beginnerlevel

    1. Homogeneous Coordinates

    Definition: Homogeneous coordinates are a system of coordinates used in computer graphics that allows affine transformations (translation, rotation, scaling, shear) to be represented as matrix multiplications.

    • In 2D: a point (x,y)(x, y)(x,y) is represented as (x,y,1)(x, y, 1)(x,y,1)
    • In 3D: a point (x,y,z)(x, y, z)(x,y,z) is represented as (x,y,z,1)(x, y, z, 1)(x,y,z,1)

    Why use homogeneous coordinates?

    • Translation can be represented as matrix multiplication, like other linear transformations
    • Allows concatenation of multiple transformations into a single matrix
    • Simplifies computations in graphics pipelines

    Example (2D Translation): Point P=(x,y)P = (x, y)P=(x,y) Translation by (tx,ty)(tx, ty)(tx,ty):

    T=[10tx 01ty 001],P′=T⋅[x y 1]=[x+tx y+ty 1]T = \begin{bmatrix} 1 & 0 & tx \ 0 & 1 & ty \ 0 & 0 & 1 \end{bmatrix}, \quad P' = T \cdot \begin{bmatrix} x \ y \ 1 \end{bmatrix} = \begin{bmatrix} x + tx \ y + ty \ 1 \end{bmatrix}T=[1​0​tx 0​1​ty 0​0​1​],P′=T⋅[x y 1​]=[x+tx y+ty 1​]

    2. Concatenation of Transformations

    Definition: Concatenation is the process of combining multiple transformations into a single matrix by matrix multiplication.

    Key Points:

    • If you have multiple transformations (e.g., scale, then rotate, then translate), you can concatenate them:
    Mfinal=T⋅R⋅SM_{\text{final}} = T \cdot R \cdot SMfinal​=T⋅R⋅S
    • Then apply the single matrix MfinalM_{\text{final}}Mfinal​ to the point:
    P′=Mfinal⋅PP' = M_{\text{final}} \cdot PP′=Mfinal​⋅P
    • This reduces computation and simplifies transformation pipelines.

    Important:

    • Order matters! Matrix multiplication is not commutative.

      • Example: Translate → Rotate ≠ Rotate → Translate

    3. Example in 2D

    Suppose we want to scale, rotate, and translate a point P=(2,3)P = (2, 3)P=(2,3):

    1. Scale: Sx=2,Sy=3Sx = 2, Sy = 3Sx=2,Sy=3
    S=[200 030 001]S = \begin{bmatrix} 2 & 0 & 0 \ 0 & 3 & 0 \ 0 & 0 & 1 \end{bmatrix}S=[2​0​0 0​3​0 0​0​1​]
    1. Rotate: θ = 90°
    R=[0−10 100 001]R = \begin{bmatrix} 0 & -1 & 0 \ 1 & 0 & 0 \ 0 & 0 & 1 \end{bmatrix}R=[0​−1​0 1​0​0 0​0​1​]
    1. Translate: tx=5,ty=2tx = 5, ty = 2tx=5,ty=2
    T=[105 012 001]T = \begin{bmatrix} 1 & 0 & 5 \ 0 & 1 & 2 \ 0 & 0 & 1 \end{bmatrix}T=[1​0​5 0​1​2 0​0​1​]

    Concatenated Transformation:

    Mfinal=T⋅R⋅SM_{\text{final}} = T \cdot R \cdot SMfinal​=T⋅R⋅S

    Apply to point:

    P′=Mfinal⋅[2 3 1]P' = M_{\text{final}} \cdot \begin{bmatrix} 2 \ 3 \ 1 \end{bmatrix}P′=Mfinal​⋅[2 3 1​]

    This gives the final transformed position in one step.


    4. Advantages of Homogeneous Coordinates and Concatenation

    • All transformations (translation, rotation, scaling, shear) are matrix multiplications.
    • Enables easy combination of multiple transformations.
    • Essential in graphics pipelines, animation, and modeling.
    • Facilitates 3D transformations and projections.

    5. Summary

    Concept Definition Benefit
    Homogeneous coordinates Extend points with an extra dimension (x, y, 1) or (x, y, z, 1) Allows translation to be expressed as matrix multiplication
    Concatenation Combining multiple transformations into one matrix Efficient computation, single-step transformation, easier pipeline
    Previous topic 55
    Affine transformations: translation, rotation, scaling, shear
    Next topic 57
    Current transformation and matrix stacks

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      Est. reading time5 min
      Word count841
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      DifficultyBeginner