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📄 homogenous coordinates.htm

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<H3>Homogenous Coordinates</H3></CENTER>
<UL>
  <LI><A href="http://bishopw.loni.ucla.edu/AIR5/homogenous.html#vectors">4x1 
  homogenous coordinate vectors</A> 
  <LI><A href="http://bishopw.loni.ucla.edu/AIR5/homogenous.html#matrices">4x4 
  homogenous coordinate matices</A> 
  <LI><A 
  href="http://bishopw.loni.ucla.edu/AIR5/homogenous.html#translations">translations</A> 

  <LI><A 
  href="http://bishopw.loni.ucla.edu/AIR5/homogenous.html#rotations">rotations</A> 

  <LI><A 
  href="http://bishopw.loni.ucla.edu/AIR5/homogenous.html#rescaling">rescaling</A> 

  <LI><A 
  href="http://bishopw.loni.ucla.edu/AIR5/homogenous.html#perspective">perspective</A> 
  </LI></UL>
<P>Homogenous coordinates utilize a mathematical trick to embed 
three-dimensional coordinates and transformations into a four-dimensional matrix 
format. As a result, inversions or combinations of linear transformations are 
simplified to inversion or multiplication of the corresponding matrices. 
Homogenous coordinates also make it possible to define perspective 
transformations.<BR></P>
<H4><A name=vectors></A>4x1 Homogenous Coordinate Vectors</H4>
<P>Instead of representing each point (x,y,z) in three-dimensional space with a 
single three-dimensional vector:<BR><IMG height=49 alt="" 
src="homogenous coordinates_files/vector3by1.gif" width=30 
align=top><BR><BR>homogenous coordinates allow each point (x,y,z) to be 
represented by any of an infinite number of four dimensional vectors:<BR><IMG 
height=61 alt="" src="homogenous coordinates_files/vector4by1.gif" width=50 
align=top><BR><BR>The three-dimensional vector corresponding to any 
four-dimensional vector can be computed by dividing the first three elements by 
the fourth, and a four-dimensional vector corresponding to any three-dimensional 
vector can be created by simply adding a fourth element and setting it equal to 
one.<BR><BR>Many textbooks define homogenous coordinates in such a way that 
points are represented by 1x4 vectors:</P><PRE>[T*x T*y T*z T]</PRE>
<P>instead of 4x1 vectors. This definition is not used in the AIR package and 
results in different 4x4 homogenous coordinate transformation matrices than 
those described below.</P>
<HR>

<H4><A name=matrices></A>4x4 Homogenous Coordinate Transformation Matrices</H4>
<P>Homogenous coordinate transformation matrices operate on four-dimensional <A 
href="http://bishopw.loni.ucla.edu/AIR5/homogenous.html#vectors">homogenous 
coordinate vector</A> representations of traditional three-dimensional 
coordinate locations. Any three-dimensional linear transformation (rotation, 
translation, skew, perspective distortion) can be represented by a 4x4 
homogenous coordinate transformation matrix. In fact, because of the redundant 
representation of three space in a homogenous coordinate system, an infinite 
number of different 4x4 homogenous coordinate transformation matrices are 
available to perform any given linear transformation. This redundancy can be 
eliminated to provide a unique representation by dividing all elements of a 4x4 
homogenous transformation matrix by the last element (which will become equal to 
one). This means that a 4x4 homogenous transformation matrix can incorporate as 
many as 15 independent parameters. The generic format representation of a 
homogenous transformation equation for mapping the three dimensional coordinate 
(x,y,z) to the three-dimensional coordinate (x',y',z') is:<BR><IMG height=61 
alt="" src="homogenous coordinates_files/homogenous.gif" width=260 
align=top><BR></P>
<P>If any two matrices or vectors of this equation are known, the third matrix 
(or vector) can be computed and then the redundant T element in the solution can 
be eliminated by dividing all elements of the matrix by the last element.</P>
<P>Various <A 
href="http://bishopw.loni.ucla.edu/AIR5/models.html">transformation models</A> 
can be used to constrain the form of the matrix to tranformations with fewer 
degrees of freedom.</P>
<P>In many textbooks, you will find homogenous tranformation matrices defined 
such that 1x4 homogenous coordinate vectors are placed to the left of the 4x4 
homogenous coordinate transformation matrix and multiplied. This format is not 
supported in the AIR package and the difference accounts for the fact that 
translations are represented in the fourth column and perspective distortions in 
the fourth row of AIR homologous transformation matrices rather than vice 
versa.</P>
<HR>

<H4><A name=translations></A>Translations</H4>
<P>Translations can be represented by the 4x4 homogenous coordinate 
transformation matrix:<BR><IMG height=136 alt="" 
src="homogenous coordinates_files/rigid_translations.gif" width=270 
align=top></P>
<HR>

<H4><A name=rotations></A>Rotations</H4>
<P>A series of rotations (in the order [roll matrix]*[pitch matrix]*[yaw 
matrix]) can be represented by the 4x4 homogenous coordinate transformation 
matrix:<BR><IMG height=148 alt="" 
src="homogenous coordinates_files/rigid_rotations.gif" width=475 align=top></P>
<HR>

<H4><A name=rescaling></A>Rescaling</H4>
<P>Rescaling along the major axes can be represented by the 4x4 homogenous 
coordinate transformation matrix:<BR><IMG height=136 alt="" 
src="homogenous coordinates_files/talamatrix.gif" width=350 align=top></P>
<HR>

<H4><A name=perspective></A>Perspective</H4>
<P>Perspective distortion is achieved by applying the 4x4 homogenous coordinate 
transformation matrix:<BR><IMG height=136 alt="" 
src="homogenous coordinates_files/perspective.gif" width=350 align=top></P>
<HR>
<A href="http://bishopw.loni.ucla.edu/AIR5/index.html"><IMG height=50 alt="" 
src="homogenous coordinates_files/AIRlogo.gif" width=52 
align=bottom></A>Modified: December 10, 2001<BR><BR>

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