블로그 이미지
Leeway is... the freedom that someone has to take the action they want to or to change their plans.
maetel

Notice

Recent Post

Recent Comment

Recent Trackback

Archive

calendar

1 2 3 4
5 6 7 8 9 10 11
12 13 14 15 16 17 18
19 20 21 22 23 24 25
26 27 28 29 30 31
  • total
  • today
  • yesterday

Category


plane projective transformation
(Z_w = 0 -> 3-by-3 matrix representing a general plane to plane projective transformation)
http://en.wikipedia.org/wiki/Projective_plane

rotation about the optical center
: depth-independent transformation
(H does not depend on 3D structure.)

synthetic rotations
projective warping
http://en.wikipedia.org/wiki/Image_warping

null space
http://en.wikipedia.org/wiki/Kernel_(matrix)
The null space of a matrix with n columns is a linear subspace of n-dimensional Euclidean space.
The null space of A is the same as the solution set to the homogeneous system.
(cf. http://en.wikipedia.org/wiki/Kernel_(mathematics)
http://en.wikipedia.org/wiki/Kernel_(linear_operator) )


> 2d transformation
- Euclidian transformation
- affine transformation
http://en.wikipedia.org/wiki/Affine_transformation
- similarity transformation
http://en.wikipedia.org/wiki/Similarity_transformation
- projective transformation
http://en.wikipedia.org/wiki/Projective_transformation


> projective plane
homography
http://en.wikipedia.org/wiki/Homography

homogeneous coordinates
http://en.wikipedia.org/wiki/Homogeneous_coordinate

perspective projection
http://en.wikipedia.org/wiki/Perspective_projection#Perspective_projection

projective space
http://en.wikipedia.org/wiki/Projective_space

A point in the image is a ray in projective space.

=> All points on the ray are equivalent.

3D Projective Geometry

These concepts generalize naturally to 3D
- Homogeneous coordinates
Projective 3D points have four coords:  X = (X,Y,Z,W)
- Duality
A plane L is also represented by a 4-vector
Points and planes are dual in 3D: LTP = 0
- Projective transformations
Represented by 4x4 matrices T:  X’ = TX,    X’ = L X -1

However
- Can’t use cross-products in 4D.  We need new tools
Grassman-Cayley Algebra
: generalization of cross product, allows interactions between points, lines, and planes via “meet” and “join” operators
- Or just use inhomogeneous representation in 3D.

http://en.wikipedia.org/wiki/Grassman_algebra


vanishing point
http://mathdl.maa.org/mathDL/1//?pa=content&sa=viewDocument&nodeId=477&bodyId=598

vanishing line

http://en.wikipedia.org/wiki/Perspective_(graphical)

posted by maetel