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Inferring transforms [computer graphics]

机译:推断变换[计算机图形学]

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摘要

In simple two-dimensional texture mapping you take a 2D image and render it on the screen after some transformation or distortion. To accomplish this you will need to take each [X, Y] location on the screen and calculate a [U, V] texture coordinate to place there. A particularly common transformation is: U=(aX+bY+c)/(gX+hY+j), V=(dX+eY+f)/(gX+hY+j). By picking the proper values for the coefficients a...j, we can fly the 2D texture around to an arbitrary position, orientation, and perspective projection on the screen. You can, in fact, generate the coefficients by a concatenation of 3D rotation, translation, scale, and perspective matrices. However, the author discusses a more direct approach to finding a...j. It turns out that the 2D-to-2D mapping is completely specified if you give four arbitrary points in screen space and the four arbitrary points in texture space they must map to. The only restriction is that no three of the input or output points may be collinear. This method of transformation specification proves useful, for example, in taking flat objects digitized in perspective and processing them into orthographic views.
机译:在简单的二维纹理贴图中,您可以获取2D图像,并在进行一些变换或变形后将其呈现在屏幕上。为此,您需要在屏幕上占据每个[X,Y]位置,并计算一个[U,V]纹理坐标以放置在该位置。特别常见的变换是:U =(aX + bY + c)/(gX + hY + j),V =(dX + eY + f)/(gX + hY + j)。通过为系数a ... j选择合适的值,我们可以将2D纹理绕到屏幕上的任意位置,方向和透视投影。实际上,您可以通过3D旋转,平移,缩放和透视矩阵的级联来生成系数。但是,作者讨论了找到a ... j的更直接的方法。事实证明,如果在屏幕空间中指定了四个任意点,在纹理空间中指定了必须映射到的四个任意点,则将完全指定2D到2D映射。唯一的限制是输入或输出点中没有三个可以是共线的。事实证明,这种转换规范方法非常有用,例如,可以将透视图中数字化的平面对象放入正投影视图中。

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