1 / 20

Homogeneous Transformation

Homogeneous Transformation. Ref: Richard Paul Chap. 1. Notation. Vector: v Plane: P Frame: I, A Point in space: p Point p as a vector v in frame E: E v Same point as a vector w in frame H: H w. Discussion is in 3-space. Vectors. Homogeneous coordinate w. Inner (dot) product.

wendi
Télécharger la présentation

Homogeneous Transformation

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Homogeneous Transformation Ref: Richard Paul Chap. 1

  2. Notation • Vector: v • Plane: P • Frame: I, A • Point in space: p • Point p as a vector v in frame E: Ev • Same point as a vector w in frame H: Hw Discussion is in 3-space

  3. Vectors Homogeneous coordinate w Inner (dot) product Outer (cross) product [a,b,c,0]T: point at infinity

  4. [x/w,y/w,z/w] [a/m,b/m,c/m] -d/m Planes Compared with ax+by+cz+d = 0 … Point v on a plane:

  5. Transformation v = Hu With homogeneous coordinates, translate and rotation become linear transformations in R4

  6. Given the transform: Q (the plane P after transformation H): Plane Equation after Transformation Proof: We require: (=0)

  7. Example The plane P defined by these points: (0,0,2), (1,0,2), (0,1,2) is [0,0,1,-2] The transform H: Transformed points are (6,-3,7), (6,-2,7), (6,-3,8) The plane after transformation: How to compute H-1 (see next page) …

  8. Inverse Transformation Assumption: [n o a] is orthogonal Verify:

  9. Recall Normal Matrix • In OpenGL, normal vectors are transformed by normal matrix into eye space • Normal matrix is the inverse transpose of modelview matrix (M-T) • Normal vector and plane equation are related!

  10. Point rotation is closely related to coordinate transformation (next page) Rotating a Point (same coordinates in new bases) x A B x’

  11. Rotation that takes frame B to frame A Coordinate Transformation B A x

  12. Ex: Coordinate Transform x B A

  13. Ex: Coordinate Transform x A B

  14. tank Coordinate Transform • Use the transformation of the tank (and its local coordinates) to find the world coordinates of specific points. glTranslatef (2,1,0); glRotatef (30,0,0,1); drawtank(); A (3,0) W • Implemented by SVL (ex: tip of tank) Vec3 X = proj (HTrans4(vec3(2,1,0))*HRot4(Vec3(0,0,1),30*3.14/180)*vec4(3,0,0,1);

  15. Extra

  16. Relative Transform & Frames Trans(4,-3,7) Rot(y,90) Rot(z,90)

  17. Reference Frame

  18. Reference Frame (cont) The transformed vector is the same vector described w.r.t. the reference frame

  19. Transform Equation omit superscripts

  20. Transform Equation OA AB = OB The Problem A AB B O

More Related