图形图像必须知道的事(一):几何变换

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作者:mznewfacer(Wolf Geek)     时间:20111130日         欢迎转载     ,请注明出处!

    这两天又不能安生了,得写论文,好吧,先把arduino断下来,似乎我同时只能干一件事,严重怀疑自己的智商!顺便写一些基础总结吧,已备后用。可能会比较枯燥,但是必须强调的是这些都是图形图像方面的数学基础,不可忽视啊!

    先看几个变换公式:



至此,二维平面上的所有变换集合就已叙述完毕,具体形式如下图所示。


对于三维图像而言,对应的变换矩阵就变为四阶矩阵。




这就是初始化坐标系,对应的4阶齐次矩阵为四阶单位阵。


在此坐标系上画点[0.5 ; 0.5 ; 0.5],之后在Oxy平面上做投影,所得结果如下图所示:


此时变换矩阵为


之后将坐标系绕z轴旋转45度并且在y轴方向上平移1.5个刻度,变换矩阵为


最后连续绕x轴,y轴,z轴分别旋转45度,得到结果如下图所示:


变换矩阵可以由此推得:


至于为什么引入齐次坐标系,这里就不做多余解释,详情可见这里。

最后用opengl画一下类似的坐标系变换,

#include <GL/glut.h>float w, h, tip = 0, turn = 0;float ORG[3] = {0,0,0};float XP[3] = {1,0,0}, XN[3] = {-1,0,0},YP[3] = {0,1,0}, YN[3] = {0,-1,0},ZP[3] = {0,0,1}, ZN[3] = {0,0,-1},VP[3]={0, 0, -5};void reshape (int nw, int nh){w = nw;h = nh;}void Turn (int key, int x, int y){switch (key) {case GLUT_KEY_RIGHT: turn += 5; break;case GLUT_KEY_LEFT : turn -= 5; break;case GLUT_KEY_UP : tip -= 5; break;case GLUT_KEY_DOWN : tip += 5; break;}}void Draw_Axes (void){glPushMatrix ();glTranslatef (-1.5, -1.5, -5);glRotatef (tip , 1,0,0);glRotatef (turn, 0,1,0);glScalef (1, 1, 1);glLineWidth (2.0);glBegin (GL_LINES);glColor3f (1,0,0); // X axis is red.glVertex3fv (ORG);glVertex3fv (XP ); glColor3f (0,1,0); // Y axis is green.glVertex3fv (ORG);glVertex3fv (YP );glColor3f (0,0,1); // z axis is blue.glVertex3fv (ORG);glVertex3fv (ZP ); glEnd();glTranslatef (1, 1, 1);glBegin (GL_LINES);glColor3f (1,0,0); // X axis is red.glVertex3fv (ORG);glVertex3fv (XN ); glColor3f (0,1,0); // Y axis is green.glVertex3fv (ORG);glVertex3fv (YN );glColor3f (0,0,1); // z axis is blue.glVertex3fv (ORG);glVertex3fv (ZN ); glEnd();glTranslatef (-1, 0, 0);glRotatef (-90, 0,1,0);glBegin (GL_LINES);glColor3f (0,0,1); // X axis is blue.glVertex3fv (ORG);glVertex3fv (XN ); glColor3f (0,1,0); // Y axis is green.glVertex3fv (ORG);glVertex3fv (YN );glColor3f (1,0,0); // z axis is redglVertex3fv (ORG);glVertex3fv (ZN); glEnd();glPointSize(4.0f);glRotatef (-45, 0,1,0);glBegin(GL_POINTS);glColor3f (1,0,0); // X axis is red.glVertex3f(-1.0f, -1.0f, 0.0f);glEnd();glRotatef (-90, 0,1,0);glBegin(GL_POINTS);glColor3f (1,0,0); glVertex3f(1.0f, -1.0f, 0.0f);glEnd();glLoadIdentity();glBegin(GL_POINTS);glColor3f (1,0,0);glVertex3fv(VP);glEnd();glPopMatrix ();}void display (void){glViewport (0, 0, w, h);glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);Draw_Axes ();glutSwapBuffers ();}void main (void){glutInitWindowSize (600, 400);glutInitWindowPosition (400, 300);glutInitDisplayMode (GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGB);glutCreateWindow ("坐标系变换");glutDisplayFunc (display);glutIdleFunc (display);glutReshapeFunc (reshape);glutSpecialFunc (Turn);glClearColor (0.1, 0.2, 0.1, 1.0);glEnable (GL_DEPTH_TEST);glMatrixMode (GL_PROJECTION);gluPerspective (50.0, 1.5, 1.0, 10.0);glMatrixMode (GL_MODELVIEW);glutMainLoop ();}
效果图

    至于opengl的具体坐标系转换,像是世界坐标系到观察坐标系的转换,如何利用GL_PROJECTION投影矩阵将3维投影到2维上,投影时选择glFrustum()还是glOrtho(),以及各个变换的具体原理, Song Ho Ahn 的博客中已经写得相当详细,里面有两个例子也很不错。理论部分,例子部分。


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