Beginner Topic 17 of 49 Graphics, Vision & Media
3D Transformations
Moving and orienting objects in space.
How it works
3D transformations translate, rotate, scale and shear objects in space, represented by 4 by 4 matrices in homogeneous coordinates. Rotation can be specified by Euler angles around axes, axis-angle or quaternions, which avoid gimbal lock and interpolate smoothly with slerp. A scene graph composes transformations hierarchically, so a child's world transform is the product of its parent's transform and its local transform. Object, world, view and projection transformations form the standard pipeline.
Where it is used
Positioning and animating models in games and films, camera movement, robot arm kinematics and virtual reality tracking use 3D transformations.
Common pitfall
Euler angles suffer from gimbal lock and order dependence, so use quaternions for composition and interpolation. Applying rotation and translation in the wrong order, or using the wrong handedness, gives wrong placement. Non-uniform scale in parent nodes causes skew in children. Numerical drift in repeated rotations requires renormalization. Test with simple axes-aligned cases.
Where it fits in the course
3D Transformations is topic 17 of 49 in Graphics, Vision & Media, rated Beginner. It follows Collision Detection. The next topic is Camera and Projection.
Practice and explore
- Open the interactive lesson, with a mini quiz.
- Take the Graphics, Vision & Media quiz.
How to study this topic
- Read the explanation above and restate the definition in your own words.
- Open the interactive lesson and answer its mini quiz.
- Read the common pitfall, then write a short example that avoids it.
- Check your understanding in the Graphics, Vision & Media quiz, and revisit the topic if you miss a question.
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Related topics
- Collision Detection (Graphics, Vision & Media)
- Camera and Projection (Graphics, Vision & Media)
- Sprites and Tilemaps (Graphics, Vision & Media)
- Rendering Pipeline (Graphics, Vision & Media)