Position and Orientation
Translations
(x2,y2,z2) ↦ (x2 + x1,y2 + y1,z2 +z1)
(x3,y3,z3) ↦ (x3 + x1,y3 + y1,z3 + z1)
Triangle is translated by x1 = -8 and y1 = -7
Relativity
Translations
- Co ordinates of 3D TRIANGLE
- Change of 𝒳1, y1,z1 amount in the traiangles' position x, y, and z axes respectively can be given by
(x2,y2,z2) ↦ (x2 + x1,y2 + y1,z2 +z1)
(x3,y3,z3) ↦ (x3 + x1,y3 + y1,z3 + z1)
Triangle is translated by x1 = -8 and y1 = -7
Relativity
- The triangle moved in the virtual world because of translation.
- The coordinates of the virtual world is reassigned so that triangle is closer to origin. translation is applied to coordinates. It is called as negation.
- If we perceive ourselves as having moved, then VR sickness might increase, even though it was the object that moved.
- The orientation of the virtual world is changed through a operation called "rotation". Consider a 3D virtual world in which points have coordinates (x,y,z).
- Consider a 3 ⤬ 3 matrix,
M= [ m21 m22 m23 ]
[m31 m32 m33 ]
3. By multiplication we obtain,
4. Using simple algebra, the matrix multiplication yields
x' = m11x + m12y + m13z
y' = m21x + m22y + m23z
z' = m31x + m32y + m33z
5. M is a transformation for which
(x,y,z) ↦ (x' , y' , z' )
Among set of all possible transformation, certain rules are to be followed to achieve rotation.
- No stretching of axes
- No shearing
- No mirror images
Yaw, pitch, and roll
Any three dimensional can be described as a sequence of yaw, pitch, and roll rotations.
Roll - A counter clockwise rotation of Ƴ about the z-axis.
The rotation matrix is given by -
Pitch - A counter clockwise rotation of ꞵ about the x - axis.
The rotation matrix is given by -
Yaw - A counter clockwise rotation of α about the y = axis.
The rotation matrix is given by
Combining rotation - The yaw, pitch and roll rotation are combined sequentially to attain possible 3D rotation .
R(α , ꞵ , Ƴ) = Rz(α) Rx(ꞵ) Rz(Ƴ)
Translation and rotation in one matrix
To apply both rotation and translation in a single operation, 4 by 4 homogeneous transformation matrix is used.
Inverting transforms
- For a translation xt , yt, zt inverse is -xt, -yt, -zt
- For rotation, R-1 = Rt
- Inverse of homogeneous transform matrix should be in correct order as the operations are not commutative.
Tags:
Virtual Reality (VR)
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