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Computer Graphics (0303481)(9112281):

EX01

Q1:
a) Consider the frame given by the origin (0, 0) and the two vectors u = (1, 0) and v = (1, 1).
The point P, having coordinates (5, 3) in this frame, can be written as
5u + 3v + O
or
5 < 1, 0 > +3 < 1, 1 > +(0, 0)
What is the Cartesian coordinate of the point P.

b) Consider the frame given by the origin (2, 2) and the two vectors u = (1, 0) and v = (0, 2).
The point P, having coordinates (5; 3) in this frame, can be written as
5u + 3v + O
or
5 < 1, 0 > +3 < 0, 2 > +(2, 2)
What is the Cartesian coordinate of point P.

c)
Given a Frame F = (u, v, w, O), let FC be the Cartesian frame
(< 1, 0, 0 >;< 0, 1, 0 >;< 0, 0, 1 >; (0, 0. 0))
If we have a point P that has local coordinates (u, v, w) in the frame F, what coordinates does
this point have with respect to the Cartesian frame?

Q2: Express the homogeneous 3D transformation defined by the matrix

as a sequence of transformations in the following ways:


1. A rotation followed by a translation.
2. A translation followed by a rotation.

Q3: Express the 2D linear transformation defined by the matrix


as a sequence of transformations in the following ways:
3. A rotation followed by a nonuniform scale followed by a rotation.
4. A shear along the x axis followed by a nonuniform scale followed by a shear along
the y axis.

Q4: Consider a game where the model-matrix (the position and orientation) for a car is described
by a translation matrix, T, and a rotation matrix, R, as given below.

1. When the user presses a key, the car should move 2.0 units in the world-space x direction.
How would you modify the translation matrix?
2. How would you modify the rotation matrix for the car to turn slightly to the left?
3. When the user presses the "up-arrow" key, the car shall move forward in the direction it is
facing. How do you modify the matrices?
4. We now want a camera from inside the car (at the car's position and facing in the rz direction).
How can you calculate this matrix?

Q5: Suppose we start with a primitive that is drawn with the following coordinates.
Use the matrices T(x, y, z), S(x, y, z), and R(θ) (we are assuming that rotation occurs around the z-
axis) to construct the transformation matrix that can be used to render each of the following
houses.

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