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[Other resourceMatrixBible

Description: OpenGL中的各种转换是通过矩阵运算实现的,具体的说,就是当发出一个转换命令时,该命令会生成一个4X4阶的转换矩阵(OpenGL中的物体坐标一律采用齐次坐标,即(x, y, z, w),故所有变换矩阵都采用4X4矩阵),当前矩阵与这个转换矩阵相乘,从而生成新的当前矩阵。例如,对于顶点坐标v ,转换命令通常在顶点坐标命令之前发出,若当前矩阵为C,转换命令构成的矩阵为M,则发出转换命令后,生成的新的当前矩阵为CM,这个矩阵再乘以顶点坐标v,从而构成新的顶点坐标CMv。上述过程说明,程序中绘制顶点前的最后一个变换命令最先作用于顶点之上。这同时也说明,OpenGL编程中,实际的变换顺序与指定的顺序是相反的。文档对其进行了详细的分析。
Platform: | Size: 17924 | Author: 辛酉 | Hits:

[OpenGL program基本3D旋转缩放

Description:

图形学3D的基本旋转和缩放,应用齐次坐标转换。显示为矩形绕着空间一条直线旋转一个角度。


Platform: | Size: 41124 | Author: xc8708 | Hits:

[Software EngineeringMatrixBible

Description: OpenGL中的各种转换是通过矩阵运算实现的,具体的说,就是当发出一个转换命令时,该命令会生成一个4X4阶的转换矩阵(OpenGL中的物体坐标一律采用齐次坐标,即(x, y, z, w),故所有变换矩阵都采用4X4矩阵),当前矩阵与这个转换矩阵相乘,从而生成新的当前矩阵。例如,对于顶点坐标v ,转换命令通常在顶点坐标命令之前发出,若当前矩阵为C,转换命令构成的矩阵为M,则发出转换命令后,生成的新的当前矩阵为CM,这个矩阵再乘以顶点坐标v,从而构成新的顶点坐标CMv。上述过程说明,程序中绘制顶点前的最后一个变换命令最先作用于顶点之上。这同时也说明,OpenGL编程中,实际的变换顺序与指定的顺序是相反的。文档对其进行了详细的分析。
Platform: | Size: 17408 | Author: | Hits:

[3D Graphicmatrix_dualquaternion

Description: 对偶四元数应用于空间坐标变换,和对偶四元数和齐次矩阵的转换-Dual quaternion coordinate transformation applied to space, and dual quaternion and homogeneous matrix conversion
Platform: | Size: 3072 | Author: 杨辉 | Hits:

[Graph program028991-01

Description: 计算机图形学(computer graphics, CG)是研究如何利用计算机算法来生成、处理和显示图形的一门学科,主要的算法原理包括基于光栅扫描显示器的基本图形的扫描转换原理;基于齐次坐标的二维、三维变换矩阵的几何变换原理;基于几何造型的自由曲线、曲面的生成原理;基于分形几何学的分数维造型原理;基于像空间和物空间的三维实体动态消隐原理;基于颜色模型、光照模型和纹理映射技术的真实感图形显示原理。-Computer Graphics (computer graphics, CG) is to study how to use computer algorithms to generate, process and display graphics of a subject, the main algorithms including those based on raster scan display basic graphics scan conversion principles based on the homogeneous coordinates of the Second dimensional, three-dimensional transformation matrix of the principles of geometric transformations based on the geometric modeling of free-form curve, surface generation principle based on fractal geometry, fractal dimension modeling principles based on space and objects like the space of three-dimensional entities, the principle of dynamic blanking based on the color model , light model and texture mapping techniques showed that the principle of realistic images.
Platform: | Size: 21568512 | Author: | Hits:

[OpenGL programclasas

Description: 1.实验目的: 进一步掌握二维、三维变换的数学知识、变换原理、变换种类、变换方法;进一步理解采用齐次坐标进行二维、三维变换的必要性;利用OpenGL实现二维、三维图形变换。 -trrsihfglrit umgh4turenojjl
Platform: | Size: 2208768 | Author: meilanlan | Hits:

[OpenGL programshiyan3

Description: 1.实验目的: 进一步掌握二维、三维变换的数学知识、变换原理、变换种类、变换方法;进一步理解采用齐次坐标进行二维、三维变换的必要性;利用OpenGL实现二维、三维图形变换。 2.实验内容: (1) 掌握二维、三维变换的原理及数学公式; (2) 利用OpenGL实现二维、三维图形变换,在屏幕上显示变换过程或变换结果。 -shiyan3
Platform: | Size: 550912 | Author: jing | Hits:

[OpenGL programinclude3

Description: 进一步掌握二维、三维变换的数学知识、变换原理、变换种类、变换方法;进一步理解采用齐次坐标进行二维、三维变换的必要性;利用OpenGL实现二维、三维图形变换。-Further grasp the two-dimensional, three-dimensional transformation of the mathematical knowledge, Transformation Principle, changing the types of transformation methods a better understanding of the use of two-dimensional homogeneous coordinates, the need for three-dimensional transformation the use of OpenGL to achieve two-dimensional, three-dimensional graphics transform.
Platform: | Size: 5120 | Author: zhanyun | Hits:

[AlgorithmconicIntersection1.02

Description: 求两个二次曲线的交点,二次曲线采用齐次坐标的形式。可以准确求出包括无穷远点在内的所有交点-solve intersection of two conic
Platform: | Size: 5120 | Author: feng | Hits:

[BooksA_NewMethod_for_Computi_ng_Poles_and_Polar_Lines.r

Description: 极点、 极线是射影几何中一个极其重要的概念。建立在极点、 极线基础之上的立体视觉技 术又是计算机视觉中非常活跃的一个研究领域。利用图像坐标计算极点、 极线 ,当图像坐标很大 时 ,就会引起计算精度的下降 利用齐次坐标来计算极点、 极线 ,相应地增加计算量。本文从实际计 算的角度出发,使用 N矢量来表示视平面上的点和直线,由二次曲线极点、 极线的定义给出了极点、 极线的 N矢量计算公式。 在此基础上,给出了正交准则的 N矢量判定公式。通过举例分析和实验验 证 ,该算法实用、 可靠。-Poles and polar lines are the most i mportant concep ts in p r ojective geometry . The computati on by using i mage coordinateswill cause deteri orati on of accuracy when they become t oo large, and the computati on by using homogeneous coordinates will increase computati on . N2 vect or computati onal for mulas of poles and polar lines de2 rived fr om conic definiti on are p roposed fr om the pers pective of computati onal p rocesses if all points and lines on the i mage p lane are rep resented in terms ofN2 vect ors . The computati onalmethods of orthogonality criteri on are p resen2 ted on the basis of the abvoe for mulas . The results of examp les show that the algorithms in this paper are more p rac2 tical and reliable than traditi onal algorithms .
Platform: | Size: 312320 | Author: xiaofang | Hits:

[Mathimatics-Numerical algorithmsshujuzhuanhua

Description: 这是一个内容坐标及格式的转化。这个是我调试过的实验程序,简单好用 //此函数用于图形变换,用变换后顶点的坐标计算公式求其坐标值。 //顶点变换是由点的齐次坐标矩阵乘以变换矩阵得来的。-geshihua dede
Platform: | Size: 1024 | Author: 俊二郎 | Hits:

[3D Graphiccode

Description: 3D数学基础:图形与游戏开发 配套源码 《3D数学基础:图形与游戏开发》专业培训机构指定教学参考书,多家游戏开发企业共同推荐,游戏业界权威,探索游戏开发背后的核心秘密。《3D数学基础:图形与游戏开发》主要介绍了基本的3D数学概念,这对电脑游戏开发人员和编程人员来说尤为重要。作者详尽地讨论了数学理论,并在必要时提供几何说明,帮助读者形成直观的3D感。书中还提供了将理论应用于实践的C++类,并且在每章结尾处提供练习。《3D数学基础:图形与游戏开发》介绍了基础概念,如向量、坐标空间、矩阵、变换、欧拉角、齐次坐标空间、几何图元、相交性检测和三角网格。-3D.Math.Primer.for.graphics.and.game.development source code
Platform: | Size: 160768 | Author: Dengeven | Hits:

[3D Graphic3DMathPrimer

Description: 《3D数学基础:图形与游戏开发》专业培训机构指定教学参考书,多家游戏开发企业共同推荐,游戏业界权威,探索游戏开发背后的核心秘密。《3D数学基础:图形与游戏开发》主要介绍了基本的3D数学概念,这对电脑游戏开发人员和编程人员来说尤为重要。作者详尽地讨论了数学理论,并在必要时提供几何说明,帮助读者形成直观的3D感。书中还提供了将理论应用于实践的C++类,并且在每章结尾处提供练习。《3D数学基础:图形与游戏开发》介绍了基础概念,如向量、坐标空间、矩阵、变换、欧拉角、齐次坐标空间、几何图元、相交性检测和三角网格。-This book is about 3D math, the study of the mathematics behind the geometry of a 3D world. 3D math is related to computational geometry, which deals with solving geometric problems algorithmically. 3D math and computational geometry have applications in a wide variety of fields that use computers to model or reason about the world in 3D, such as graphics, games, simulation, robotics, virtual reality, and cinematography. This book covers theory and practice in C++. The “theory” part is an explanation of the relationship between math and geometry in 3D. It also serves as a handy reference for techniques and equations. The “practice” part illustrates how these concepts can be applied in code. The programming language used is C++, but in principle, the theoretical techniques from this book can be applied in any programming language. This book is not just about computer graphics, simulation, or even computational geometry. However, if you plan to study thos
Platform: | Size: 11780096 | Author: Dengeven | Hits:

[OpenGL program3DMathPrimer-Chinese

Description: 《3D数学基础:图形与游戏开发》专业培训机构指定教学参考书,多家游戏开发企业共同推荐,游戏业界权威,探索游戏开发背后的核心秘密。《3D数学基础:图形与游戏开发》主要介绍了基本的3D数学概念,这对电脑游戏开发人员和编程人员来说尤为重要。作者详尽地讨论了数学理论,并在必要时提供几何说明,帮助读者形成直观的3D感。书中还提供了将理论应用于实践的C++类,并且在每章结尾处提供练习。《3D数学基础:图形与游戏开发》介绍了基础概念,如向量、坐标空间、矩阵、变换、欧拉角、齐次坐标空间、几何图元、相交性检测和三角网格。-This book is about 3D math, the study of the mathematics behind the geometry of a 3D world. 3D math is related to computational geometry, which deals with solving geometric problems algorithmically. 3D math and computational geometry have applications in a wide variety of fields that use computers to model or reason about the world in 3D, such as graphics, games, simulation, robotics, virtual reality, and cinematography. This book covers theory and practice in C++. The “theory” part is an explanation of the relationship between math and geometry in 3D. It also serves as a handy reference for techniques and equations. The “practice” part illustrates how these concepts can be applied in code. The programming language used is C++, but in principle, the theoretical techniques from this book can be applied in any programming language. This book is not just about computer graphics, simulation, or even computational geometry. However, if you plan to study thos
Platform: | Size: 13813760 | Author: Dengeven | Hits:

[matlabzuobiaojuzhen

Description: 齐次坐标变换有很多形式,本程序证明采用不同形式时对应的转换矩阵不同-homogeneous coordinate transformation
Platform: | Size: 141312 | Author: caoxiaoning | Hits:

[matlabjacobian

Description: 利用m文件对齐次坐标变换矩阵的雅克比矩阵求解-the jacobian homogeneous coordinate transformation
Platform: | Size: 141312 | Author: caoxiaoning | Hits:

[2D Graphicchengxu

Description: matlab代码:eu2hom.m 笛卡儿坐标转齐次坐标 hom2eu.m其次坐标转笛卡尔坐标 plot3square: 画三维简单图形.-Matlab code: eu2hom.m Cartesian coordinates turn the homogeneous coordinates hom2eu.m coordinate transformation Cartesian coordinate plot3square is: draw three-dimensional simple graphics.
Platform: | Size: 1024 | Author: 没上限 | Hits:

[Othergongchengjuzhenfangfa

Description: 工程矩阵方法,是一本对于学习计算机图形学必备的数学基础知识,对于齐次坐标的理解,以及几何命题在齐次坐标框架下的表示,对于将来要学习多视角几何的人来说,首先必须具备相关的数学基础-Engineering matrix approach is a prerequisite for learning computer graphics basic knowledge of mathematics, homogeneous coordinates for the understanding, and the geometric propositions in the framework of homogeneous coordinates the representation of multi-view geometry to study the future of the people, First, you must have the relevant mathematical foundations
Platform: | Size: 1453056 | Author: longriverlcj | Hits:

[matlabR-and-T-for-two-arrays

Description: 程序r_t用来计算两组空间坐标点之间的旋转平移关系。调用方式如下: p1=[x11,x12,...,x1n y11,y12,...,y1n z11,z12,...,z1n] n个控制点在第一个坐标系下的坐标 p2=[x21,x22,...,x2n y21,y22,...,y2n z21,z22,...,z2n] n个控制点在第二个坐标系下的坐标 RT=r_t(p1,p2) 两个坐标系直接的旋转平移关系,表示方式为RT=[R T] 注:p1和p2也可提供齐次坐标-for RT Matrix caculateing between two coordinate
Platform: | Size: 3072 | Author: zhang | Hits:

[VC/MFC3DBasicsHelpDocuments-collected

Description: 多数文档并不完善,经参考: 1. 世界变换 World Transformation. 局部坐标 宇宙坐标. Local Space  World Space. 局部坐标空间化: x --→ xW=x0 变换矩阵书写习惯: 物体的世界矩阵W为4 4矩阵, 前3行为三个标架的齐次坐标,末行为中心点的齐次坐标. 物体=标架=矩阵 移动物体标架即左×其矩阵: e为局部标架, e0为宇宙标架, 则 e=We0. 一般情况e0为单位阵,故e=W. 设x0为宇宙坐标, x为局部坐标. 则 xe=x0e0, xWe0= x0e0, x0=xW, W=e. 转换到世界坐标即右×矩阵. 设空间点x0相对于物体 e1, e2的坐标分别为x1,x2, 则 x1e1=x0e0=x2e2, 故 x2= x1e1∙ e2-1, 即从一个局部坐标变换到另一个局部坐标,先右×自己的矩阵,再右×对方的矩阵之逆矩阵. -Uncompleted help documents on 3d graphics.
Platform: | Size: 982016 | Author: 杨天标 | Hits:
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