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Study PortalCOMP3145Projective Transformat…
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    COMP3145

    HCI & Computer Graphics

    Progress0 / 73 done
    Topics73
    1Input-output channels2Human memory3Thinking, Reasoning, Problem solving4Emotions and Individual differences5Psychology and design of interacting systems
    6Text entry devices7Positioning, Pointing, and drawing devices8Display devices9Devices for virtual reality and 3D interaction10Physical controls, Sensors and special devices11Paper printing and scanning12Memory, Processing and networks
    13Models of interaction14Frameworks and HCI15Ergonomics16Interaction styles17Elements of the WIMP interfaces18Interactivity and Context of interaction
    19Introduction20Paradigms for interaction
    21What is design22Process of design and User focus23Navigation design24Screen design and layout25Iteration and prototyping
    26Software life cycle27Usability engineering28Iterative design and prototyping29Design rationale30Design rules and Guidelines31Golden rules and heuristics32HCI patterns33Evaluation techniques and methods34Task analysis35Universal design36User support systems37Computer Supported Cooperative Work38Groupware systems39Implementation of synchronous groupware40Ubiquitous computing41History of Computer Graphics42Graphics architectures and software
    43Pinhole camera, Human vision, Synthetic camera44Modeling vs. rendering45OpenGL Architecture46Displaying simple two-dimensional geometric objects47Positioning systems and windowed environment48Color perception and models49RGB, CMY, HLS color models50Color transformations
    51RGB and indexed color
    52Network environment and client-server computing
    53event, sample and request input54Using callbacks and picking
    55translation, rotation, scaling, shear56Homogeneous coordinates and concatenation57Current transformation and matrix stacks
    58Classical viewing59Specifying views in 3D60Affine transformation in 3D61Projective transformations62Ray tracing
    63Illumination and surface modeling64Phong shading model65Polygon shading
    66Line drawing via Bresenham's algorithm67Clipping and polygonal fill68BitBlt operations69Hidden surface removal (z buffer)
    70Buffers71Reading and writing bitmaps and pixel maps72Texture mapping73Compositing
    4 min read
    Topic 61 of 73
    Topic Study Note Illustration
    61

    Projective transformations

    A projective transformation (also called a perspective transformation ) is a type of geometric transformation that maps points in one plane or space to another while preserving...

    1. Definition

    A projective transformation (also called a perspective transformation) is a type of geometric transformation that maps points in one plane or space to another while preserving straight lines, but not necessarily parallelism or ratios of distances.

    • Used to simulate perspective in 2D or 3D graphics, i.e., how objects appear smaller as they move farther from the viewer.
    • Extends affine transformations by allowing projection onto a plane.

    2. Key Characteristics

    Property Affine Transformation Projective Transformation
    Line preservation Yes Yes
    Parallelism preservation Yes No
    Ratio of distances Preserved Not preserved
    Can represent perspective No Yes

    3. Homogeneous Coordinates Representation

    In 2D, a point (x,y)(x, y)(x,y) is represented in homogeneous coordinates as:

    P=[x y 1]P = \begin{bmatrix} x \ y \ 1 \end{bmatrix}P=[x y 1​]

    A 2D projective transformation is represented by a 3×3 matrix:

    P′=[x′y′w′]=[a11a12a13a21a22a23a31a32a33]⋅[xy1]P' = \begin{bmatrix} x' \\ y' \\ w' \end{bmatrix} = \begin{bmatrix} a_{11} & a_{12} & a_{13} \\ a_{21} & a_{22} & a_{23} \\ a_{31} & a_{32} & a_{33} \end{bmatrix} \cdot \begin{bmatrix} x \\ y \\ 1 \end{bmatrix}P′=​x′y′w′​​=​a11​a21​a31​​a12​a22​a32​​a13​a23​a33​​​⋅​xy1​​
    • The transformed Cartesian coordinates are obtained by:
    xcart=x′w′,ycart=y′w′x_{cart} = \frac{x'}{w'}, \quad y_{cart} = \frac{y'}{w'}xcart​=w′x′​,ycart​=w′y′​
    • In 3D, projective transformations use a 4×4 matrix similarly, mapping 3D points to 2D projection plane (screen).

    4. Examples of Projective Transformations

    A. Perspective Projection

    • Projects 3D points onto a 2D plane as seen from a viewpoint.
    • Objects farther away appear smaller, simulating human vision.

    Perspective matrix in 3D (simplified):

    P=[1000 0100 0011/d 0001]P = \begin{bmatrix} 1 & 0 & 0 & 0 \ 0 & 1 & 0 & 0 \ 0 & 0 & 1 & 1/d \ 0 & 0 & 0 & 1 \end{bmatrix}P=[1​0​0​0 0​1​0​0 0​0​1​1/d 0​0​0​1​]
    • ddd = distance from viewer to projection plane.

    B. Vanishing Points

    • Parallel lines in 3D may converge at a vanishing point in the projected 2D view.
    • Essential for realistic rendering in 3D graphics and CAD.

    C. Homography

    • Mapping between two planes (e.g., image transformations in computer vision).
    • All straight lines remain straight, but shapes can appear distorted.

    5. Applications of Projective Transformations

    • 3D rendering and perspective in games and simulations
    • Computer vision (camera calibration, image rectification)
    • Architectural and CAD drawings
    • Augmented reality overlays

    6. Summary Table

    Feature Affine Projective
    Lines Preserved Preserved
    Parallel lines Preserved Not necessarily
    Distance ratios Preserved Not preserved
    Perspective simulation No Yes

    Key Points:

    • Projective transformations are more general than affine transformations.
    • They allow realistic rendering of 3D scenes on 2D screens.
    • Often implemented using homogeneous coordinates and 4×4 matrices in graphics pipelines.
    ← Previous topic 60
    Affine transformation in 3D
    Next topic 62 →
    Ray tracing

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