Title: Homogeneous Coordinates and Transformation
1Homogeneous Coordinates and Transformation
2Line in R2
General line equation
Normalize
3Line in R2
Parametric equation of a line
Corresponding implicit form
Implicitize
4Linear (affine) Transformation
- Properties
- Collinearity (maps a line to a line)
- Preserve ratio of distances (midpoint stays in
the middle after transformation)
5Common 2D Linear Transformations
- Translation
- Scaling
- Reflection (QI2uuT)
- Rotation about origin
- Shear
6Homogeneous Coordinate
- Motivation to unify representations of affine
map (esp. translation)
7Definitions
Equivalence relation on the set S R3 \
(0,0,0)
Ex Show that this relation is reflexive,
symmetric, and transitive
Equivalence classes of the relation
Homogeneous coordinates
Projective plane P2 the set of all equivalence
classes
An equivalence class is referred to as a point in
the projective plane.
8Definitions
Points on P2
I. (u,v,w) with w ?0
Choose a representative (u/w, v/w, 1) 1-1
correspondence with Cartesian plane
II. (u,v,w) with w 0
Corresponds to points-at-infinity, each with a
specific direction
Points on P2 the plane R2 plus all the points at
infinity
9Points at Infinity
(x,y,0)
Points at infinity (x,y,0)
Reach the same point (at ?), from any starting
point
10Parallel Lines Intersect at Infinity
(-2,1,0)
11Visualization
- Line model and spherical model
12Line in Cartesian Space
(or any multiple of it)
(or any multiple of it)
13Examples (cases in R2)
- The line passes through (3,1) and (-4,5)
14- Defining a line with a point at infinity
15Plane in Cartesian Space
Extend to P3 and R3
16Intersection of Three Planes
17Line in R3(Plücker Coordinate)
Line in parametric form
Define
Plucker coordinate of the line (q, q0)
18Space Transformation
- Translation
- Scaling
- Rotation about coordinate axes
- Rotation about arbitrary line
- Reflection about arbitrary plane (QI2uuT)
19Transformed Equations
- If transformation T is applied to geometry
(line/plane), whats the transformed equation? - Apply T to homogenous line/plane equation?! NOT
!! - Answers
- See handout p.3 (convert to parametric form
transform the points then to implicit equation) - More detailed version see homogeneous-transforma
tion.ppt from R. Paul - Also related to the normal matrix in OpenGL.
20From Richard Paul Ch.1
21Summary
Point u on a plane
After transformation H
Point u becomes v Hu Plane P becomes PH-1
Reason
Note if P is written as a column vector, the
formula becomes P H-TP
22(No Transcript)
23Transformation
v Hu
24From Opengl-1.ppt
25Vectors and Points are Different!
glNormal
glVertex
- Point
- Homogenenous coordinate
- p x y z 1
- M affine transform (translate, rotate, scaling,
reflect, ) - p M p
- Vector
- Homogeneous coordinate
- v x y z 0
- Affine transform (applicable when M is invertible
(not full rank projection to 2D is not) - v (M-1)T v
(ref)
26vMv wont work
27On (M-1)T
- The w (homogeneous coord) of vectors are 0
hence, the translation part (3?1 vector) plays no
role - For rotation, M-1MT, hence (MT)T M rotate the
vector as before - For scaling
28Hence
This is known as the normal matrix (ref)