2D & 3D Co-ordinate system


2D & 3D Co-ordinate system

Introduction

The 2D and 3D coordinate system is a fundamental concept in computer graphics and multimedia. It provides a way to represent and manipulate objects in a virtual space. By using coordinates, we can precisely position and transform objects, create realistic 3D graphics, and develop immersive multimedia experiences.

Importance of 2D & 3D Co-ordinate system in Computer Graphics & Multimedia

The 2D and 3D coordinate system is essential in computer graphics and multimedia for several reasons:

  • It allows us to represent and manipulate objects in a virtual space.
  • It enables us to create realistic 3D graphics and animations.
  • It provides a foundation for various transformations, such as translation, rotation, scaling, and reflection.
  • It is used in applications like computer-aided design (CAD), video game development, virtual reality (VR), augmented reality (AR), and animation in movies.

Fundamentals of 2D & 3D Co-ordinate system

Before diving into the key concepts and principles of the 2D and 3D coordinate system, let's understand the fundamentals:

  • In a 2D coordinate system, we use two axes, x and y, to represent points in a plane.
  • The x-axis represents the horizontal position, and the y-axis represents the vertical position.
  • The origin (0, 0) is the point where the x and y axes intersect.
  • The coordinates of a point are written as (x, y), where x is the distance from the origin along the x-axis, and y is the distance from the origin along the y-axis.

In a 3D coordinate system, we add a third axis, z, to represent points in a 3D space.

Key Concepts and Principles

Now, let's explore the key concepts and principles of the 2D and 3D coordinate system:

Translation

Translation is the process of moving an object from one position to another. It is achieved by adding or subtracting values from the x, y, and z coordinates of the object.

Definition and purpose

Translation is used to change the position of an object in a coordinate system. It allows us to move objects horizontally, vertically, or along the z-axis in a 3D space.

Translation matrix

To perform translation, we use a translation matrix. The translation matrix is a 4x4 matrix that represents the transformation.

The translation matrix for a 2D translation is:

$$\begin{bmatrix} 1 & 0 & tx \ 0 & 1 & ty \ 0 & 0 & 1 \end{bmatrix}$$

The translation matrix for a 3D translation is:

$$\begin{bmatrix} 1 & 0 & 0 & tx \ 0 & 1 & 0 & ty \ 0 & 0 & 1 & tz \ 0 & 0 & 0 & 1 \end{bmatrix}$$

where tx, ty, and tz are the translation values along the x, y, and z axes, respectively.

Example problems and solutions

Let's solve some example problems to understand translation better:

  1. Problem: Translate a point (2, 3) by (4, 5).

Solution: To translate a point, we add the translation values to the original coordinates.

Original point: (2, 3) Translation values: (4, 5) Translated point: (2 + 4, 3 + 5) = (6, 8)

  1. Problem: Translate a point (1, 2, 3) by (-2, 3, 1).

Solution: To translate a point in 3D, we add the translation values to the original coordinates.

Original point: (1, 2, 3) Translation values: (-2, 3, 1) Translated point: (1 - 2, 2 + 3, 3 + 1) = (-1, 5, 4)

Rotation

Rotation is the process of rotating an object around a fixed point or axis. It is achieved by applying a rotation matrix to the object's coordinates.

Definition and purpose

Rotation is used to change the orientation of an object in a coordinate system. It allows us to rotate objects clockwise or counterclockwise around a fixed point or axis.

Rotation matrix

To perform rotation, we use a rotation matrix. The rotation matrix depends on the axis of rotation and the angle of rotation.

The rotation matrix for a 2D rotation is:

$$\begin{bmatrix} \cos(\theta) & -\sin(\theta) \ \sin(\theta) & \cos(\theta) \end{bmatrix}$$

The rotation matrix for a 3D rotation around the x-axis is:

$$\begin{bmatrix} 1 & 0 & 0 \ 0 & \cos(\theta) & -\sin(\theta) \ 0 & \sin(\theta) & \cos(\theta) \end{bmatrix}$$

The rotation matrix for a 3D rotation around the y-axis is:

$$\begin{bmatrix} \cos(\theta) & 0 & \sin(\theta) \ 0 & 1 & 0 \ -\sin(\theta) & 0 & \cos(\theta) \end{bmatrix}$$

The rotation matrix for a 3D rotation around the z-axis is:

$$\begin{bmatrix} \cos(\theta) & -\sin(\theta) & 0 \ \sin(\theta) & \cos(\theta) & 0 \ 0 & 0 & 1 \end{bmatrix}$$

where (\theta) is the angle of rotation.

Example problems and solutions

Let's solve some example problems to understand rotation better:

  1. Problem: Rotate a point (2, 3) by 45 degrees counterclockwise.

Solution: To rotate a point, we multiply the original coordinates by the rotation matrix.

Original point: (2, 3) Angle of rotation: 45 degrees Rotated point: $$\begin{bmatrix} \cos(45) & -\sin(45) \ \sin(45) & \cos(45) \end{bmatrix} \begin{bmatrix} 2 \ 3 \end{bmatrix}$$

  1. Problem: Rotate a point (1, 2, 3) by 90 degrees clockwise around the x-axis.

Solution: To rotate a point in 3D, we multiply the original coordinates by the rotation matrix.

Original point: (1, 2, 3) Angle of rotation: 90 degrees Rotated point: $$\begin{bmatrix} 1 & 0 & 0 \ 0 & \cos(90) & -\sin(90) \ 0 & \sin(90) & \cos(90) \end{bmatrix} \begin{bmatrix} 1 \ 2 \ 3 \end{bmatrix}$$

Scaling

Scaling is the process of changing the size of an object. It is achieved by multiplying the object's coordinates by scaling factors.

Definition and purpose

Scaling is used to change the size of an object in a coordinate system. It allows us to make objects larger or smaller along the x, y, and z axes.

Scaling matrix

To perform scaling, we use a scaling matrix. The scaling matrix is a diagonal matrix that represents the scaling factors.

The scaling matrix for a 2D scaling is:

$$\begin{bmatrix} sx & 0 \ 0 & sy \end{bmatrix}$$

The scaling matrix for a 3D scaling is:

$$\begin{bmatrix} sx & 0 & 0 \ 0 & sy & 0 \ 0 & 0 & sz \end{bmatrix}$$

where sx, sy, and sz are the scaling factors along the x, y, and z axes, respectively.

Example problems and solutions

Let's solve some example problems to understand scaling better:

  1. Problem: Scale a point (2, 3) by a factor of 2 along the x-axis and a factor of 3 along the y-axis.

Solution: To scale a point, we multiply the original coordinates by the scaling factors.

Original point: (2, 3) Scaling factors: (2, 3) Scaled point: (2 * 2, 3 * 3) = (4, 9)

  1. Problem: Scale a point (1, 2, 3) by a factor of 2 along the x-axis, a factor of 3 along the y-axis, and a factor of 4 along the z-axis.

Solution: To scale a point in 3D, we multiply the original coordinates by the scaling factors.

Original point: (1, 2, 3) Scaling factors: (2, 3, 4) Scaled point: (1 * 2, 2 * 3, 3 * 4) = (2, 6, 12)

Reflection

Reflection is the process of mirroring an object across a line or plane. It is achieved by applying a reflection matrix to the object's coordinates.

Definition and purpose

Reflection is used to create a mirror image of an object in a coordinate system. It allows us to reflect objects across a line, plane, or axis.

Reflection matrix

To perform reflection, we use a reflection matrix. The reflection matrix depends on the line, plane, or axis of reflection.

The reflection matrix for a reflection across the x-axis is:

$$\begin{bmatrix} 1 & 0 & 0 \ 0 & -1 & 0 \ 0 & 0 & 1 \end{bmatrix}$$

The reflection matrix for a reflection across the y-axis is:

$$\begin{bmatrix} -1 & 0 & 0 \ 0 & 1 & 0 \ 0 & 0 & 1 \end{bmatrix}$$

The reflection matrix for a reflection across the z-axis is:

$$\begin{bmatrix} -1 & 0 & 0 \ 0 & -1 & 0 \ 0 & 0 & 1 \end{bmatrix}$$

Example problems and solutions

Let's solve some example problems to understand reflection better:

  1. Problem: Reflect a point (2, 3) across the x-axis.

Solution: To reflect a point, we multiply the original coordinates by the reflection matrix.

Original point: (2, 3) Reflection matrix: $$\begin{bmatrix} 1 & 0 & 0 \ 0 & -1 & 0 \ 0 & 0 & 1 \end{bmatrix}$$ Reflected point: $$\begin{bmatrix} 1 & 0 & 0 \ 0 & -1 & 0 \ 0 & 0 & 1 \end{bmatrix} \begin{bmatrix} 2 \ 3 \end{bmatrix}$$

  1. Problem: Reflect a point (1, 2, 3) across the y-axis.

Solution: To reflect a point in 3D, we multiply the original coordinates by the reflection matrix.

Original point: (1, 2, 3) Reflection matrix: $$\begin{bmatrix} -1 & 0 & 0 \ 0 & 1 & 0 \ 0 & 0 & 1 \end{bmatrix}$$ Reflected point: $$\begin{bmatrix} -1 & 0 & 0 \ 0 & 1 & 0 \ 0 & 0 & 1 \end{bmatrix} \begin{bmatrix} 1 \ 2 \ 3 \end{bmatrix}$$

Inverse transformation

Inverse transformation is the process of undoing a transformation. It is achieved by applying the inverse of the transformation matrix to the object's coordinates.

Definition and purpose

Inverse transformation is used to revert the changes made by a transformation. It allows us to restore the original position, orientation, or size of an object.

Inverse transformation matrix

To perform inverse transformation, we use the inverse of the transformation matrix.

The inverse of a translation matrix is the translation matrix with negated translation values.

The inverse of a rotation matrix is the transpose of the rotation matrix.

The inverse of a scaling matrix is the scaling matrix with reciprocal scaling factors.

The inverse of a reflection matrix is the same as the reflection matrix.

Example problems and solutions

Let's solve some example problems to understand inverse transformation better:

  1. Problem: Find the inverse of a translation matrix with translation values (2, 3).

Solution: To find the inverse of a translation matrix, we negate the translation values.

Translation matrix: $$\begin{bmatrix} 1 & 0 & 2 \ 0 & 1 & 3 \ 0 & 0 & 1 \end{bmatrix}$$ Inverse translation matrix: $$\begin{bmatrix} 1 & 0 & -2 \ 0 & 1 & -3 \ 0 & 0 & 1 \end{bmatrix}$$

  1. Problem: Find the inverse of a rotation matrix with an angle of rotation 45 degrees.

Solution: To find the inverse of a rotation matrix, we take the transpose of the rotation matrix.

Rotation matrix: $$\begin{bmatrix} \cos(45) & -\sin(45) \ \sin(45) & \cos(45) \end{bmatrix}$$ Inverse rotation matrix: $$\begin{bmatrix} \cos(45) & \sin(45) \ -\sin(45) & \cos(45) \end{bmatrix}$$

Composite transformation

Composite transformation is the process of applying multiple transformations to an object. It is achieved by multiplying the transformation matrices.

Definition and purpose

Composite transformation is used to combine multiple transformations into a single transformation. It allows us to perform complex transformations by applying them sequentially.

Order of transformations

The order of transformations is important in composite transformation. The transformations are applied from right to left when multiplying the transformation matrices.

For example, if we have a translation followed by a rotation, the rotation matrix is multiplied first, followed by the translation matrix.

Example problems and solutions

Let's solve some example problems to understand composite transformation better:

  1. Problem: Perform a translation of (2, 3) followed by a rotation of 45 degrees counterclockwise.

Solution: To perform composite transformation, we multiply the translation matrix and rotation matrix.

Translation matrix: $$\begin{bmatrix} 1 & 0 & 2 \ 0 & 1 & 3 \ 0 & 0 & 1 \end{bmatrix}$$ Rotation matrix: $$\begin{bmatrix} \cos(45) & -\sin(45) \ \sin(45) & \cos(45) \end{bmatrix}$$ Composite transformation matrix: $$\begin{bmatrix} 1 & 0 & 2 \ 0 & 1 & 3 \ 0 & 0 & 1 \end{bmatrix} \begin{bmatrix} \cos(45) & -\sin(45) \ \sin(45) & \cos(45) \end{bmatrix}$$

  1. Problem: Perform a rotation of 90 degrees clockwise around the x-axis followed by a scaling of 2 along the y-axis.

Solution: To perform composite transformation in 3D, we multiply the rotation matrix and scaling matrix.

Rotation matrix: $$\begin{bmatrix} 1 & 0 & 0 \ 0 & \cos(90) & -\sin(90) \ 0 & \sin(90) & \cos(90) \end{bmatrix}$$ Scaling matrix: $$\begin{bmatrix} 1 & 0 & 0 \ 0 & 2 & 0 \ 0 & 0 & 1 \end{bmatrix}$$ Composite transformation matrix: $$\begin{bmatrix} 1 & 0 & 0 \ 0 & \cos(90) & -\sin(90) \ 0 & \sin(90) & \cos(90) \end{bmatrix} \begin{bmatrix} 1 & 0 & 0 \ 0 & 2 & 0 \ 0 & 0 & 1 \end{bmatrix}$$

World coordinate system

The world coordinate system is a global coordinate system used to represent objects in a virtual space.

Definition and purpose

The world coordinate system provides a reference frame for positioning and transforming objects. It allows us to define the position, orientation, and size of objects relative to a common origin.

Transformation to world coordinates

To transform objects to world coordinates, we apply translation, rotation, and scaling transformations to the object's local coordinates.

Example problems and solutions

Let's solve some example problems to understand the world coordinate system better:

  1. Problem: Transform a point (2, 3) to world coordinates with a translation of (4, 5).

Solution: To transform a point to world coordinates, we add the translation values to the local coordinates.

Local coordinates: (2, 3) Translation values: (4, 5) World coordinates: (2 + 4, 3 + 5) = (6, 8)

  1. Problem: Transform a point (1, 2, 3) to world coordinates with a translation of (-2, 3, 1) and a rotation of 45 degrees counterclockwise around the z-axis.

Solution: To transform a point to world coordinates in 3D, we apply the translation and rotation transformations to the local coordinates.

Local coordinates: (1, 2, 3) Translation values: (-2, 3, 1) Rotation matrix: $$\begin{bmatrix} \cos(45) & -\sin(45) & 0 \ \sin(45) & \cos(45) & 0 \ 0 & 0 & 1 \end{bmatrix}$$ Translated point: (1 - 2, 2 + 3, 3 + 1) = (-1, 5, 4) Rotated point: $$\begin{bmatrix} \cos(45) & -\sin(45) & 0 \ \sin(45) & \cos(45) & 0 \ 0 & 0 & 1 \end{bmatrix} \begin{bmatrix} -1 \ 5 \ 4 \end{bmatrix}$$

Screen coordinate system

The screen coordinate system is a 2D coordinate system used to represent objects on a screen or display.

Definition and purpose

The screen coordinate system provides a mapping between the world coordinates and the screen pixels. It allows us to display objects in a virtual space on a physical screen.

Transformation to screen coordinates

To transform objects to screen coordinates, we apply scaling and translation transformations to the world coordinates.

Example problems and solutions

Let's solve some example problems to understand the screen coordinate system better:

  1. Problem: Transform a point (6, 8) to screen coordinates with a scaling of 2 along the x-axis and y-axis and a translation of (100, 200).

Solution: To transform a point to screen coordinates, we apply the scaling and translation transformations to the world coordinates.

World coordinates: (6, 8) Scaling factors: (2, 2) Translation values: (100, 200) Scaled point: (6 * 2, 8 * 2) = (12, 16) Translated point: (12 + 100, 16 + 200) = (112, 216)

  1. Problem: Transform a point (-1, 5, 4) to screen coordinates with a scaling of 2 along the x-axis, y-axis, and z-axis and a translation of (100, 200).

Solution: To transform a point to screen coordinates in 3D, we apply the scaling and translation transformations to the world coordinates.

World coordinates: (-1, 5, 4) Scaling factors: (2, 2, 2) Translation values: (100, 200) Scaled point: (-1 * 2, 5 * 2, 4 * 2) = (-2, 10, 8) Translated point: (-2 + 100, 10 + 200) = (98, 210)

Parallel and perspective projection

Parallel and perspective projection are techniques used to represent 3D objects on a 2D screen.

Definition and purpose

Parallel projection is used to represent 3D objects with parallel lines that do not converge. It is commonly used in technical drawings and architectural plans.

Perspective projection is used to represent 3D objects with converging lines that create a sense of depth and distance. It is commonly used in realistic 3D graphics and virtual environments.

Projection matrix

To perform parallel and perspective projection, we use projection matrices.

The projection matrix for parallel projection is an orthographic projection matrix.

The projection matrix for perspective projection is a perspective projection matrix.

Example problems and solutions

Let's solve some example problems to understand parallel and perspective projection better:

  1. Problem: Perform parallel projection on a point (112, 216) with a viewing volume of (-100, 100) along the x-axis and (-200, 200) along the y-axis.

Solution: To perform parallel projection, we apply the orthographic projection matrix to the screen coordinates.

Screen coordinates: (112, 216) Viewing volume: (-100, 100) along the x-axis, (-200, 200) along the y-axis Orthographic projection matrix: $$\begin{bmatrix} 2 / (100 - (-100)) & 0 & 0 \ 0 & 2 / (200 - (-200)) & 0 \ 0 & 0 & 1 \end{bmatrix}$$ Projected point: $$\begin{bmatrix} 2 / (100 - (-100)) & 0 & 0 \ 0 & 2 / (200 - (-200)) & 0 \ 0 & 0 & 1 \end{bmatrix} \begin{bmatrix} 112 \ 216 \ 1 \end{bmatrix}$$

  1. Problem: Perform perspective projection on a point (98, 210) with a viewing angle of 60 degrees and a viewing distance of 500 units.

Solution: To perform perspective projection, we apply the perspective projection matrix to the screen coordinates.

Screen coordinates: (98, 210) Viewing angle: 60 degrees Viewing distance: 500 units Perspective projection matrix: $$\begin{bmatrix} 1 / (\tan(30) \cdot 500) & 0 & 0 \ 0 & 1 / (\tan(30) \cdot 500) & 0 \ 0 & 0 & 1 \end{bmatrix}$$ Projected point: $$\begin{bmatrix} 1 / (\tan(30) \cdot 500) & 0 & 0 \ 0 & 1 / (\tan(30) \cdot 500) & 0 \ 0 & 0 & 1 \end{bmatrix} \begin{bmatrix} 98 \ 210 \ 1 \end{bmatrix}$$

Representation of 3D object on 2D screen

Representing a 3D object on a 2D screen requires techniques to capture the depth and perspective of the object.

Definition and purpose

The representation of a 3D object on a 2D screen is a process of converting the object's 3D coordinates to 2D coordinates while preserving the depth and perspective.

Techniques for representing 3D objects

There are several techniques for representing 3D objects on a 2D screen, including:

  • Wireframe representation: This technique represents the object using only its edges and vertices.
  • Polygonal representation: This technique represents the object using polygons, such as triangles or quadrilaterals.
  • Ray tracing: This technique simulates the path of light rays to create realistic lighting and shading effects.
  • Texture mapping: This technique applies textures or images to the surfaces of 3D objects to enhance their appearance.

Example problems and solutions

Let's solve some example problems to understand the representation of 3D objects on a 2D screen better:

  1. Problem: Represent a 3D cube on a 2D screen using wireframe representation.

Solution: To represent a 3D cube using wireframe representation, we connect the vertices of the cube with lines.

Vertices of the cube: (0, 0, 0), (1, 0, 0), (1, 1, 0), (0, 1, 0), (0, 0, 1), (1, 0, 1), (1, 1, 1), (0, 1, 1) Wireframe representation: Connect the vertices of the cube with lines.

  1. Problem: Represent a 3D sphere on a 2D screen using polygonal representation.

Solution: To represent a 3D sphere using polygonal representation, we divide the sphere into triangles or quadrilaterals.

Vertices of the sphere: (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), ... Polygonal representation: Divide the sphere into triangles or quadrilaterals using the vertices.

Real-world Applications and Examples

The 2D and 3D coordinate system is widely used in various real-world applications and examples:

Computer-aided design (CAD)

Computer-aided design (CAD) software uses the 2D and 3D coordinate system to create precise and detailed designs of objects, buildings, and mechanical parts. CAD software allows engineers, architects, and designers to visualize and manipulate objects before they are built.

Video game development

Video game developers use the 2D and 3D coordinate system to create immersive and interactive virtual worlds. The coordinate system is used to position and animate game objects, simulate physics, and render realistic graphics. Video games rely on the coordinate system to provide a seamless gaming experience.

Virtual reality (VR) and augmented reality (AR)

Virtual reality (VR) and augmented reality (AR) technologies use the 2D and 3D coordinate system to create immersive and interactive virtual environments. The coordinate system is used to track the position and movement of users, render virtual objects in real-world environments, and provide a realistic sense of depth and perspective.

Animation and special effects in movies

Animation studios and movie production companies use the 2D and 3D coordinate system to create stunning visual effects and lifelike animations. The coordinate system is used to model and animate characters, simulate physics, and render realistic lighting and shading effects.

Advantages and Disadvantages of 2D & 3D Co-ordinate system

The 2D and 3D coordinate system has several advantages and disadvantages:

Advantages

  1. Precise positioning and manipulation of objects: The coordinate system allows for precise control over the position, orientation, and size of objects in a virtual space.
  2. Realistic representation of 3D objects: The coordinate system enables the creation of realistic 3D graphics and animations, providing a lifelike experience for users.
  3. Versatility in creating complex graphics and animations: The coordinate system provides a foundation for various transformations, such as translation, rotation, scaling, and reflection, allowing for the creation of complex graphics and animations.

Disadvantages

  1. Steep learning curve for beginners: Understanding and applying the concepts and principles of the coordinate system can be challenging for beginners, requiring a solid understanding of mathematics and computer graphics.
  2. Requires computational resources for complex transformations: Performing complex transformations in real-time, such as rendering realistic 3D graphics, requires significant computational resources.
  3. Limited accuracy in representing real-world objects: The coordinate system has limitations in accurately representing complex real-world objects, such as curved surfaces or organic shapes.

Conclusion

The 2D and 3D coordinate system is a fundamental concept in computer graphics and multimedia. It allows for the precise positioning and manipulation of objects, the creation of realistic 3D graphics and animations, and the development of immersive multimedia experiences. Understanding the key concepts and principles of the coordinate system is essential for anyone working in the field of computer graphics and multimedia. The coordinate system has a wide range of applications in various industries, including computer-aided design, video game development, virtual reality, augmented reality, and animation in movies. As technology continues to advance, the potential for future advancements and applications of the coordinate system in the field is vast.

Summary

The 2D and 3D coordinate system is a fundamental concept in computer graphics and multimedia. It allows for the precise positioning and manipulation of objects, the creation of realistic 3D graphics and animations, and the development of immersive multimedia experiences. Understanding the key concepts and principles of the coordinate system is essential for anyone working in the field of computer graphics and multimedia. The coordinate system has a wide range of applications in various industries, including computer-aided design, video game development, virtual reality, augmented reality, and animation in movies. As technology continues to advance, the potential for future advancements and applications of the coordinate system in the field is vast.

Analogy

Imagine you are playing a video game where you control a character in a virtual world. The character's movements and actions are determined by a set of coordinates that represent its position in the game world. These coordinates allow you to move the character forward, backward, left, or right, and even rotate it to face different directions. The 2D and 3D coordinate system works in a similar way, providing a framework for representing and manipulating objects in a virtual space. Just like in the game, you can use the coordinates to perform transformations like translation, rotation, scaling, and reflection, allowing you to create realistic graphics and animations.

Quizzes
Flashcards
Viva Question and Answers

Quizzes

What is the purpose of translation in the 2D and 3D coordinate system?
  • To change the position of an object
  • To change the orientation of an object
  • To change the size of an object
  • To create a mirror image of an object

Possible Exam Questions

  • Explain the purpose of translation in the 2D and 3D coordinate system.

  • Describe the rotation matrix for a 2D rotation.

  • What is the purpose of scaling in the 2D and 3D coordinate system?

  • Explain the reflection matrix for a reflection across the x-axis.

  • What is the purpose of parallel projection in computer graphics?