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    HCI & Computer Graphics
    COMP3145
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    Topics
    1. The Human: Input-output channels2. Human memory3. Thinking, Reasoning, Problem solving4. Emotions and Individual differences5. Psychology and design of interacting systems6. The Computer: Text entry devices7. Positioning, Pointing, and drawing devices8. Display devices9. Devices for virtual reality and 3D interaction10. Physical controls, Sensors and special devices11. Paper printing and scanning12. Memory, Processing and networks13. The Interaction: Models of interaction14. Frameworks and HCI15. Ergonomics16. Interaction styles17. Elements of the WIMP interfaces18. Interactivity and Context of interaction19. Usability Paradigm and Principles: Introduction20. Paradigms for interaction21. Interaction Design Basics: What is design22. Process of design and User focus23. Navigation design24. Screen design and layout25. Iteration and prototyping26. HCI in Software Process: Software life cycle27. Usability engineering28. Iterative design and prototyping29. Design rationale30. Design rules and Guidelines31. Golden rules and heuristics32. HCI patterns33. Evaluation techniques and methods34. Task analysis35. Universal design36. User support systems37. Computer Supported Cooperative Work38. Groupware systems39. Implementation of synchronous groupware40. Ubiquitous computing41. History of Computer Graphics42. Graphics architectures and software43. Imaging and vision: Pinhole camera, Human vision, Synthetic camera44. Modeling vs. rendering45. OpenGL Architecture46. Displaying simple two-dimensional geometric objects47. Positioning systems and windowed environment48. Color perception and models49. RGB, CMY, HLS color models50. Color transformations51. Color in OpenGL: RGB and indexed color52. Input: Network environment and client-server computing53. Input measures: event, sample and request input54. Using callbacks and picking55. Affine transformations: translation, rotation, scaling, shear56. Homogeneous coordinates and concatenation57. Current transformation and matrix stacks58. Three Dimensional Graphics: Classical viewing59. Specifying views in 3D60. Affine transformation in 3D61. Projective transformations62. Ray tracing63. Shading: Illumination and surface modeling64. Phong shading model65. Polygon shading66. Rasterization: Line drawing via Bresenham's algorithm67. Clipping and polygonal fill68. BitBlt operations69. Hidden surface removal (z buffer)70. Discrete Techniques: Buffers71. Reading and writing bitmaps and pixel maps72. Texture mapping73. Compositing
    COMP3145›Projective transformations
    HCI & Computer GraphicsTopic 61 of 73

    Projective transformations

    4 minread
    636words
    Beginnerlevel

    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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