Notes for February 20 class -- Matrices

In class we gave a visual explanation for how we derived the solution to a ray intersecting a sphere.

Then we finished going over the basic matrix primitives (identity, translate, rotate about x,y,z, scale). Detailed notes about that follow below.

Then we showed how to send matrix values from your javascript program in the CPU down to your shader in the GPU. A version of the program we developed in class to do this is here.

At the end of class we saw the video Carlitopolis.

Homework (due before class next Tuesday):

In Javascript implement the matrix primitives identity, translation, rotation about x,y, and z, and scale.

Then, starting with a ray traced scene of at least two spheres, show that you can transform the center location of each sphere in your scene using the matrix primitives that you have implemented.

Extra credit:

  • Implement matrix multiplication, using the math at the bottom of these notes, and use it to show that you can transform by more than one matrix (eg: combining translation with rotation, or rotation about two different axes).

  • Pass into the shader not just one matrix, but an array of matrices. Transform different sphere centers by different matrices in your array of matrices.


 


 

Transformation matrices

All of the information of a coordinate transformation can be placed in a 4×4 matrix, as shown in the figure to the right.

The x, y and z axes form the first three respective columns of the matrix.

The origin t forms the right-most column of the matrix.

In this class we will follow the convention of storing the 16 matrix values in column-major order:

[ x0, x1, x2, x3,   y0, y1, y2, y3,   z0, z1, z2, z3,   t0, t1, t2, t3 ]

 

 


 

Transforming a point

We can use a 4×4 matrix to transform a vector.

By convention, we represent the input as a column vector, and place it to the right of the matrix.

Also, by convention, if we omit the fourth (homogeneous) coordinate of the input, as in the example to the right, we assume a value of 1.0 for its homogeneous coordinate, unless otherwise specified.

The result of the transformation is another column vector, which we obtain by taking the inner product of each successive row of the matrix with the input vector.

In this case, the matrix is rotating the point (1,0,0) about the z axis.

 

 


 

The identity transformation

The identity matrix is the "do nothing" transformation. It will transform any point or direction to itself. You generally want to call the identity() method on a matrix object to initialize that matrix.
 

 


 

The translate transformation

To translate a point, we use only the right-most column of the matrix. The rest of the matrix is the same as the identity matrix.

1 0 0 Tx
0 1 0 Ty
0 0 1 Tz
0 0 0 1

Note that translation affects only points, not directions. Because the homogeneous coordinate of a direction is zero, its value cannot be affected by the right-most column of the matrix.

 

 


 

Rotate about the x axis

Rotation about the x axis only affects the y and z axes.

1 0 0 0
0 cosθ -sinθ 0
0 sinθ cosθ 0
0 0 0 1

"Positive" rotation is counterclockwise when looking from the positive x direction.

 

 


 

Rotate about the y axis

Rotation about the y axis only affects the z and x axes.

cosθ 0 sinθ 0
0 1 0 0
-sinθ 0 cosθ 0
0 0 0 1

"Positive" rotation is counterclockwise when looking from the positive y direction.

 

 


 

Rotate about the z axis

Rotation about the z axis only affects the x and y axes.

cosθ -sinθ 0 0
sinθ cosθ 0 0
0 0 1 0
0 0 0 1

"Positive" rotation is counterclockwise when looking from the positive z direction.

 

 


 

The scale transformation

Like rotation, a scale transformation (which makes shapes bigger or smaller) uses only the top-left 3×3 portion of the 4#215;4 matrix.

Sx 0 0 0
0 Sy 0 0
0 0 Sz 0
0 0 0 1

In the case illustrated on the right, we are performing a uniform scale, by using the same values for the three locations along the diagonal of the matrix.

If we were to use differing values at these three locations, then we would perform a non-uniform scale, which would result in the shape becoming squashed or stretched.

 


Matrix multiply

In order to form composite matrices from these primitives, we need to be able to multiply matrices.

Matrix multiplication A × B between two matrices A and B proceeds by multiplying each of the four row vectors that constitute A by each of the four column vectors that constitute B:

C =
A0,0 A1,0 A2,0 A3,0
A0,1 A1,1 A2,1 A3,1
A0,2 A1,2 A2,2 A3,2
A0,3 A1,3 A2,3 A3,3
×
B0,0 B1,0 B2,0 B3,0
B0,1 B1,1 B2,1 B3,1
B0,2 B1,2 B2,2 B3,2
B0,3 B1,3 B2,3 B3,3
So the value of any entry in the result matrix Ccol,row is:
Ccol,row   =   A(0,row) B(col,0)   +   A(1,row) B(col,1)   +   A(2,row) B(col,2)   +   A(3,row) B(col,3)