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L4-I Computer Graphics
L4-I Computer Graphics
L4-I Computer Graphics
TRANSFORMATIONS I
Unit Structure
3.0 Objectives
3.1 Introduction
3.2 Introduction to transformations
3.3 Transformation Matrix
3.4 Types of Transformations in Two-Dimensional Graphics
3.5 Identity Transformation
3.6 Scaling
3.7 Reflection
3.8 Shear Transformations
3.9 Let us sum up
3.10 References and Suggested Reading
3.0 OBJECTIVES
𝑐𝑜𝑠𝜃 −𝑠𝑖𝑛𝜃
𝑅=
𝑠𝑖𝑛𝜃 𝑐𝑜𝑠𝜃
• Identity transformation
• Scaling
• Reflection
• Shear transformation
• Rotation
• Translation
3.5 IDENTITY TRANSFORMATION
In identity transformation, each point is mapped onto itself. There is no
change in the source image on applying identity transformation.
Suppose T is the transformation matrix for identity transformation
which operates on a point P (x, y) which produces point P’ (x’, y’)