Abstract

By picking the proper values for the coefficients a . j, one can fly the 2D texture around to an arbitrary position, orientation, and perspective projection on the screen. One can, in fact, generate the coefficients by a concatenation of 3D rotation, translation, scale, and perspective matrices. This chapter illustrates a more direct approach to finding a . j coefficients. It turns out that the 2D-to-2D mapping is completely specified if one gives four arbitrary points in screen space and the four arbitrary points in texture space. The only restriction is that in three of the input or output points any points should not be collinear. This method of transformation specification is useful, for example, in taking flat objects digitized in perspective and processing them into orthographic views. Paul Heckbert made a great leap by splitting the transformation into two separate matrices. He first used one matrix to map the input points to a canonical unit square (with vertices [0, 0], [1, 0], [1, 1], [0, 1]) and then mapped that square into the output points with another matrix. Each of these matrices will be individually easy to calculate than the complete transformation because the arithmetic is simple. In fact, the arithmetic turns out to be simplest for the second of these transformations.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.