1. The scaling transformation is represented by a scaling matrix S.
2. The scaling matrix contains the scale factors along the x and y axes.
3. To apply the scaling transformation, the point P is multiplied by the scaling matrix: P' = S * P.
2. 2D Transformations
What is transformations?
The geometrical changes of an object from a current
state to modified state.
Why the transformations is needed?
To manipulate the initially created object and to display
the modified object without having to redraw it.
3. 2 ways
Object Transformation
Alter the coordinates descriptions an object
Translation, rotation, scaling etc.
Coordinate system unchanged
Coordinate transformation
Produce a different coordinate system
2D Transformations
4. Matrix Math
Why do we use matrix?
More convenient organization of data.
More efficient processing
Enable the combination of various concatenations
Matrix addition and subtraction
a
b
c
d
a c
b d
=
5. Translation
A translation moves all points in
an object along the same
straight-line path to new
positions.
The path is represented by a
vector, called the translation or
shift vector.
We can write the components:
p'x = px + tx
p'y = py + ty
or in matrix form:
P' = P + T
tx
ty
x
y
x
y
tx
ty
= +
(2, 2)
= 6
=4
?
6. Rotation
A rotation repositions
all points in an object
along a circular path in
the plane centered at
the pivot point.
First, well assume the
pivot is at the origin.
P
P
7. Rotation
Review Trigonometry
=> cos = x/r , sin = y/r
x = r. cos , y = r.sin
P(x,y)
x
y
r
x
y
P(x, y)
r
=> cos (+ ) = x/r
x = r. cos (+ )
x = r.coscos -r.sinsin
x = x.cos y.sin
=>sin (+ ) = y/r
y = r. sin (+ )
y = r.cossin + r.sincos
y = x.sin + y.cos Identity of Trigonometry
8. Rotation
We can write the components:
p'x = px cos py sin
p'y = px sin + py cos
or in matrix form:
P' = R P
can be clockwise (-ve) or
counterclockwise (+ve as our
example).
Rotation matrix
P(x,y)
x
y
r
x
y
P(x, y)
cos
sin
sin
cos
R
9. Example
Find the transformed point, P, caused by rotating P= (5,
1) about the origin through an angle of 90.
Rotation
cos
sin
sin
cos
cos
sin
sin
cos
y
x
y
x
y
x
90
cos
1
90
sin
5
90
sin
1
90
cos
5
0
1
1
5
1
1
0
5
5
1
10. Scaling
Scaling changes the size of an
object and involves two scale
factors, Sx and Sy for the x- and
y- coordinates respectively.
Scales are about the origin.
We can write the components:
p'x = sx px
p'y = sy py
or in matrix form:
P' = S P
Scale matrix as:
y
x
s
s
S
0
0
P
P
11. Scaling
If the scale factors are in between 0
and 1 the points will be moved
closer to the origin the object will
be smaller.
P(2, 5)
P
Example :
P(2, 5), Sx = 0.5, Sy = 0.5
Find P ?
12. Scaling
If the scale factors are in between 0
and 1 the points will be moved
closer to the origin the object will
be smaller.
P(2, 5)
P
Example :
P(2, 5), Sx = 0.5, Sy = 0.5
Find P ?
If the scale factors are larger than 1
the points will be moved away from
the origin the object will be larger.
P
Example :
P(2, 5), Sx = 2, Sy = 2
Find P ?
13. Scaling
If the scale factors are the same, Sx
= Sy uniform scaling
Only change in size (as previous
example)
P(1, 2)
P
If Sx Sy differential scaling.
Change in size and shape
Example : square rectangle
P(1, 3), Sx = 2, Sy = 5 , P ?
What does scaling by 1 do?
What is that matrix called?
What does scaling by a negative value do?
14. Combining transformations
We have a general transformation of a point:
P' = M P + A
When we scale or rotate, we set M, and A is the additive identity.
When we translate, we set A, and M is the multiplicative identity.
To combine multiple transformations, we must explicitly compute
each transformed point.
Itd be nicer if we could use the same matrix operation all the time.
But wed have to combine multiplication and addition into a
single operation.
15. Homogenous Coordinates
Lets move our problem into 3D.
Let point (x, y) in 2D be represented by point (x, y, 1) in the new
space.
Scaling our new point by any value a puts us somewhere along a
particular line: (ax, ay, a).
A point in 2D can be represented in many ways in the new space.
(2, 4) ---------- (8, 16, 4) or (6, 12, 3) or (2, 4, 1) or etc.
y y
x
x
w
16. Homogenous Coordinates
We can always map back to the original 2D point by dividing by
the last coordinate
(15, 6, 3) --- (5, 2).
(60, 40, 10) - ?.
Why do we use 1 for the last coordinate?
The fact that all the points along each line can be mapped back to
the same point in 2D gives this coordinate system its name
homogeneous coordinates.
17. Matrix Representation
Point in column-vector:
Our point now has three coordinates. So our matrix is
needs to be 3x3.
Translation
x
y
1
1
1
0
0
1
0
0
1
1
y
x
t
t
y
x
y
x
P=T(tx,ty) . P