Questions tagged [transformations]
Transformations are mathematical operations that can be applied to an object to change its scale, position and orientation.
247 questions
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How to rotate at center of instance?
How do I rotate around the instance itself instead of the rotating the entire shader? You can see what I mean by rotating the entire shader in the images below:
Here is the main.c:
...
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Animations turning human hair into cat hair
Things with hair used to be hard in computer science.
I wonder whether anyone has come up with a smooth animation that turned human skin hair into cat hair by transforming the distance between the ...
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Need help with portal rendering
I've been working on this hobby game engine in C and Sokol with CGLM for a short while now, and I've ran into a bit of a snag regarding portal rendering. It works as it should when the player camera's ...
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Matrices: How to properly build object transform hierarchy?
In my small DirectX12 engine, I've already implemented parent-child relationship between game objects. But there was a problem with the transformation of objects. I have written two functions to get ...
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Why did my diffuse and specular lighting break? Opengl C++
I've been following this series of OpenGL tutorials, and got my Phong lighting model working just fine. However, when working through creating structures defining the light levels for surface ...
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How to transform a light source position into model space?
I want to do light calculations in model space, but if I transform my light source position (which is in world space) to model space by the inverse model matrix, I get wrong results. However, if I ...
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How to rotate several meshes around their common worldspace center?
Here an overview of all gizmos inside my software:
https://youtu.be/5BsgcJC005w
NOW I want to properly rotate several meshes around their shared center.
Here what I am trying to achieve:
https://...
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Rotation interpolation
Instead of computing quaternion interpolation between $2$ orientations $p_1$ and $p_2$, can I calculate the inverse of $p_1$ and apply this to $p_2$ so that $p_1$ becomes coordinate axes and $p_2$ ...
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Origins, Basis, and Axes
In the context of 3D graphics, and specifically of coordinate systems, we can think of there being a root coordinate system, and there being 0 or more nested child coordinate systems (CCS) within that ...
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rotation components of an object relative to the camera
I'm displaying billboard quads in perspective projection, where I'm simulating 3d objects using spritesheets.
the individual frames in the sprite sheet are the object as seen from different ...
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Warping a set of points to fit another set of points
I have a set of approximately sinusoidal points from -1 to 1 in the XY plane. I need to "map" these points to an arbitrary curve defined by another set of points, so that one could see that ...
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What is the intended behaviour when transforming normals with view matrix
I am writing a basic rasterizer and I'm testing to see if my normals are set up and handled properly by shading a sphere with its vertex normals to obtain
For context, we are looking in the +Z ...
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Pose representation using rigid transformations
In literature (3D graphics, computer vision, 3d deep learning etc.) I notice that often an object's pose is represented using a rigid transformation, i.e a member of the group SE(3) combining a ...
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Automating equirectangular horizon detection in 360 images
I would like to programatically identify pitch and roll numbers that will level the horizon on each frame in a series of equirectangular 360 panorama images.
Here's why. I recently ended up with a ...
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Do Euler Angles always cause Gimbal Lock?
I am learning about euler angles, and read about gimbal lock. I read that representing rotations with euler angles can always cause gimbal lock. All the examples that I saw on the internet show an ...