Normalized coordinate of point on 4-sided concave polygon












0












$begingroup$


Considering I have concave polygon made up of 4 points: P1, P2, P3, P4, and a point M which I already know is inside this polygon.



How would I go about determining its "normalized" position in an equivalent, non-deformed rectangle?



Here is an example with a grid which makes it easy to see "with the eyes".



Very simple example



I am trying to write an algorithm to calibrate a touch-screen which is projected on a possibly non-flat surface and I need to know what a point corresponds to on a rectangle.



Math is not exactly my strong, so I would love an analytical, ready-to-code solution to this math problem!










share|cite|improve this question









$endgroup$

















    0












    $begingroup$


    Considering I have concave polygon made up of 4 points: P1, P2, P3, P4, and a point M which I already know is inside this polygon.



    How would I go about determining its "normalized" position in an equivalent, non-deformed rectangle?



    Here is an example with a grid which makes it easy to see "with the eyes".



    Very simple example



    I am trying to write an algorithm to calibrate a touch-screen which is projected on a possibly non-flat surface and I need to know what a point corresponds to on a rectangle.



    Math is not exactly my strong, so I would love an analytical, ready-to-code solution to this math problem!










    share|cite|improve this question









    $endgroup$















      0












      0








      0





      $begingroup$


      Considering I have concave polygon made up of 4 points: P1, P2, P3, P4, and a point M which I already know is inside this polygon.



      How would I go about determining its "normalized" position in an equivalent, non-deformed rectangle?



      Here is an example with a grid which makes it easy to see "with the eyes".



      Very simple example



      I am trying to write an algorithm to calibrate a touch-screen which is projected on a possibly non-flat surface and I need to know what a point corresponds to on a rectangle.



      Math is not exactly my strong, so I would love an analytical, ready-to-code solution to this math problem!










      share|cite|improve this question









      $endgroup$




      Considering I have concave polygon made up of 4 points: P1, P2, P3, P4, and a point M which I already know is inside this polygon.



      How would I go about determining its "normalized" position in an equivalent, non-deformed rectangle?



      Here is an example with a grid which makes it easy to see "with the eyes".



      Very simple example



      I am trying to write an algorithm to calibrate a touch-screen which is projected on a possibly non-flat surface and I need to know what a point corresponds to on a rectangle.



      Math is not exactly my strong, so I would love an analytical, ready-to-code solution to this math problem!







      computational-geometry computational-algebra






      share|cite|improve this question













      share|cite|improve this question











      share|cite|improve this question




      share|cite|improve this question










      asked Dec 12 '18 at 18:13









      Florian SeggingerFlorian Segginger

      1113




      1113






















          2 Answers
          2






          active

          oldest

          votes


















          1












          $begingroup$

          You can write the transformation matrix from the final state (let's use a square of side $1$) to the stretched polygon as a 3x3 affine matrix $T$. You can read more about it on wikipedia. Look at the last image. The matrix has the form $$T=begin{pmatrix}a& b& c\d& e& f\0& 0& 1end{pmatrix}$$
          For the coordinates you use a vector notation $$begin{pmatrix}x\y\1end{pmatrix}$$
          Let's suppose that $P_1$ is the transform of $(0,0)$. Then $c=x_1$ and $f=y_1$. Then continue with $P_2$ as the transform of $(1,0)$. You get $$a+c=x_2\d+f=y_2$$ or $$a=x_2-x_1\d=y_2-y_1$$
          You can work out the other matrix elements. Now we know that $$Tbegin{pmatrix}x_r\y_r\1end{pmatrix}=begin{pmatrix}x_M\y_M\1end{pmatrix}$$
          You can now multiply on the left with $T^{-1}$ and you get $$begin{pmatrix}x_r\y_r\1end{pmatrix}=T^{-1}begin{pmatrix}x_M\y_M\1end{pmatrix}$$






          share|cite|improve this answer









          $endgroup$













          • $begingroup$
            Thanks for the answer! However, my transformation is not affine, as you can see from my drawing. I am looking for a more generic case. Could you help?
            $endgroup$
            – Florian Segginger
            Dec 13 '18 at 13:19










          • $begingroup$
            What do you mean by saying that it's not affine? If you start from a square, you stretch it differently, shear it, rotate it, and translate it, you get your quadrilateral. That's an affine transformation
            $endgroup$
            – Andrei
            Dec 13 '18 at 13:25










          • $begingroup$
            You might need to change some of the zerros in $T$ to some finite values
            $endgroup$
            – Andrei
            Dec 13 '18 at 13:29










          • $begingroup$
            I think the transformation is not affine because it's more akin to a perspective transform? It is not just sheared, rotated, and translated. Lines do not remain parallel.
            $endgroup$
            – Florian Segginger
            Dec 13 '18 at 13:34










          • $begingroup$
            You are right, that's why you should modify the transformation matrix. It's still a 3x3 matrix. In one of the figures in the article on Wikipedia you have the example of how the matrix would look like.
            $endgroup$
            – Andrei
            Dec 13 '18 at 13:37



















          1












          $begingroup$

          Well, that was hard, but I figured it out!



          The answer by @Andrei was correct, but it only works for an affine transform, which consists of just scaling, translating, shearing and rotating. An affine transform means parallel lines remain parallel. This was not my case as you can see the quadrilateral is more akin to a perspective transform.



          The key was that in the case of a non-affine transform, also known as a perspective transform, the transformation matrix $T$ is more complex. The terms $g$ and $h$ are non-zero. Also, the $x$ and $y$ coordinates of the resulting transformation needs to be divided by $z$:



          $$p_r'=begin{pmatrix}x_r\y_r\1end{pmatrix}T=begin{pmatrix}x'\y'\z'end{pmatrix}$$
          $$p_r=begin{pmatrix}x\y\1end{pmatrix}=begin{pmatrix}x' over z'\y' over z'\1end{pmatrix}$$



          Where $p_r$ is the resulting point position after being transformed by the matrix (forward transform).



          Now, what we want is to find the inverse transformation. The formula is quite similar



          $$p_b'=p_r T^{-1}=begin{pmatrix}x'\y'\z'end{pmatrix}$$
          $$p_b=begin{pmatrix}x\y\1end{pmatrix}=begin{pmatrix}x' over z'\y' over z'\1end{pmatrix}$$



          Now the hard part is finding the coefficients for the transform matrix, since it has no zero element.



          $$T=begin{pmatrix}a_{11}& a_{12}& a_{13}\a_{21}& a_{22}& a_{23}\a_{31}& a_{32}& a_{33}end{pmatrix}$$



          Thanks to the paper linked below, I was able to find these coefficients rather easily (watch out, the interesting part has a few typos!):
          https://www.ldv.ei.tum.de/fileadmin/w00bfa/www/content_uploads/Vorlesung_3.2_SpatialTransformations.pdf



          Considering
          $$P_1=begin{pmatrix} x_1 \y_1 \0 end{pmatrix}$$
          $$P_2=begin{pmatrix} x_2 \y_2 \0 end{pmatrix}$$
          $$P_3=begin{pmatrix} x_3 \y_3 \0 end{pmatrix}$$
          $$P_4=begin{pmatrix} x_4 \y_4 \0 end{pmatrix}$$



          are the 4 points of the quadrilateral in clockwise order (in the case of a "computer graphics" referential; in the case of a "mathematical" referential, the order would be anti-clockwise)



          $$Delta x_1=x_1 - x_2, Delta x_2=x_3 - x_2, Delta x_3=x_0 - x_1 + x_2 - x_3$$
          $$Delta y_1=y_1 - y_2, Delta y_2=y_3 - y_2, Delta y_3=y_0 - y_1 + y_2 - y_3$$



          $$a_{13}={begin{vmatrix} Delta x_3& Delta x_2\ Delta y_3& Delta y_2 end{vmatrix} over begin{vmatrix} Delta x_1& Delta x_2\ Delta y_1& Delta y_2 end{vmatrix}}$$



          $$a_{23}={begin{vmatrix} Delta x_1& Delta x_3\ Delta y_1& Delta y_3 end{vmatrix} over begin{vmatrix} Delta x_1& Delta x_2\ Delta y_1& Delta y_2 end{vmatrix}}$$



          $$a_{11}=x_1-x_0+a_{13}x_1$$
          $$a_{12}=y_1-y_0+a_{13}y_1$$
          $$a_{21}=x_3-x_0+a_{23}x_3$$
          $$a_{22}=y_3-y_0+a_{23}y_3$$
          $$a_{31}=y_0$$
          $$a_{32}=y_0$$
          $$a_{33}=1$$



          Then, it was just a matter of inversing this matrix and doing the operation I described above.



          Here is a jsfiddle showing the process in action:



          https://jsfiddle.net/floriansegginger/jm57pbzg/40/






          share|cite|improve this answer











          $endgroup$













            Your Answer





            StackExchange.ifUsing("editor", function () {
            return StackExchange.using("mathjaxEditing", function () {
            StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix) {
            StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["$", "$"], ["\\(","\\)"]]);
            });
            });
            }, "mathjax-editing");

            StackExchange.ready(function() {
            var channelOptions = {
            tags: "".split(" "),
            id: "69"
            };
            initTagRenderer("".split(" "), "".split(" "), channelOptions);

            StackExchange.using("externalEditor", function() {
            // Have to fire editor after snippets, if snippets enabled
            if (StackExchange.settings.snippets.snippetsEnabled) {
            StackExchange.using("snippets", function() {
            createEditor();
            });
            }
            else {
            createEditor();
            }
            });

            function createEditor() {
            StackExchange.prepareEditor({
            heartbeatType: 'answer',
            autoActivateHeartbeat: false,
            convertImagesToLinks: true,
            noModals: true,
            showLowRepImageUploadWarning: true,
            reputationToPostImages: 10,
            bindNavPrevention: true,
            postfix: "",
            imageUploader: {
            brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
            contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
            allowUrls: true
            },
            noCode: true, onDemand: true,
            discardSelector: ".discard-answer"
            ,immediatelyShowMarkdownHelp:true
            });


            }
            });














            draft saved

            draft discarded


















            StackExchange.ready(
            function () {
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fmath.stackexchange.com%2fquestions%2f3037040%2fnormalized-coordinate-of-point-on-4-sided-concave-polygon%23new-answer', 'question_page');
            }
            );

            Post as a guest















            Required, but never shown

























            2 Answers
            2






            active

            oldest

            votes








            2 Answers
            2






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            1












            $begingroup$

            You can write the transformation matrix from the final state (let's use a square of side $1$) to the stretched polygon as a 3x3 affine matrix $T$. You can read more about it on wikipedia. Look at the last image. The matrix has the form $$T=begin{pmatrix}a& b& c\d& e& f\0& 0& 1end{pmatrix}$$
            For the coordinates you use a vector notation $$begin{pmatrix}x\y\1end{pmatrix}$$
            Let's suppose that $P_1$ is the transform of $(0,0)$. Then $c=x_1$ and $f=y_1$. Then continue with $P_2$ as the transform of $(1,0)$. You get $$a+c=x_2\d+f=y_2$$ or $$a=x_2-x_1\d=y_2-y_1$$
            You can work out the other matrix elements. Now we know that $$Tbegin{pmatrix}x_r\y_r\1end{pmatrix}=begin{pmatrix}x_M\y_M\1end{pmatrix}$$
            You can now multiply on the left with $T^{-1}$ and you get $$begin{pmatrix}x_r\y_r\1end{pmatrix}=T^{-1}begin{pmatrix}x_M\y_M\1end{pmatrix}$$






            share|cite|improve this answer









            $endgroup$













            • $begingroup$
              Thanks for the answer! However, my transformation is not affine, as you can see from my drawing. I am looking for a more generic case. Could you help?
              $endgroup$
              – Florian Segginger
              Dec 13 '18 at 13:19










            • $begingroup$
              What do you mean by saying that it's not affine? If you start from a square, you stretch it differently, shear it, rotate it, and translate it, you get your quadrilateral. That's an affine transformation
              $endgroup$
              – Andrei
              Dec 13 '18 at 13:25










            • $begingroup$
              You might need to change some of the zerros in $T$ to some finite values
              $endgroup$
              – Andrei
              Dec 13 '18 at 13:29










            • $begingroup$
              I think the transformation is not affine because it's more akin to a perspective transform? It is not just sheared, rotated, and translated. Lines do not remain parallel.
              $endgroup$
              – Florian Segginger
              Dec 13 '18 at 13:34










            • $begingroup$
              You are right, that's why you should modify the transformation matrix. It's still a 3x3 matrix. In one of the figures in the article on Wikipedia you have the example of how the matrix would look like.
              $endgroup$
              – Andrei
              Dec 13 '18 at 13:37
















            1












            $begingroup$

            You can write the transformation matrix from the final state (let's use a square of side $1$) to the stretched polygon as a 3x3 affine matrix $T$. You can read more about it on wikipedia. Look at the last image. The matrix has the form $$T=begin{pmatrix}a& b& c\d& e& f\0& 0& 1end{pmatrix}$$
            For the coordinates you use a vector notation $$begin{pmatrix}x\y\1end{pmatrix}$$
            Let's suppose that $P_1$ is the transform of $(0,0)$. Then $c=x_1$ and $f=y_1$. Then continue with $P_2$ as the transform of $(1,0)$. You get $$a+c=x_2\d+f=y_2$$ or $$a=x_2-x_1\d=y_2-y_1$$
            You can work out the other matrix elements. Now we know that $$Tbegin{pmatrix}x_r\y_r\1end{pmatrix}=begin{pmatrix}x_M\y_M\1end{pmatrix}$$
            You can now multiply on the left with $T^{-1}$ and you get $$begin{pmatrix}x_r\y_r\1end{pmatrix}=T^{-1}begin{pmatrix}x_M\y_M\1end{pmatrix}$$






            share|cite|improve this answer









            $endgroup$













            • $begingroup$
              Thanks for the answer! However, my transformation is not affine, as you can see from my drawing. I am looking for a more generic case. Could you help?
              $endgroup$
              – Florian Segginger
              Dec 13 '18 at 13:19










            • $begingroup$
              What do you mean by saying that it's not affine? If you start from a square, you stretch it differently, shear it, rotate it, and translate it, you get your quadrilateral. That's an affine transformation
              $endgroup$
              – Andrei
              Dec 13 '18 at 13:25










            • $begingroup$
              You might need to change some of the zerros in $T$ to some finite values
              $endgroup$
              – Andrei
              Dec 13 '18 at 13:29










            • $begingroup$
              I think the transformation is not affine because it's more akin to a perspective transform? It is not just sheared, rotated, and translated. Lines do not remain parallel.
              $endgroup$
              – Florian Segginger
              Dec 13 '18 at 13:34










            • $begingroup$
              You are right, that's why you should modify the transformation matrix. It's still a 3x3 matrix. In one of the figures in the article on Wikipedia you have the example of how the matrix would look like.
              $endgroup$
              – Andrei
              Dec 13 '18 at 13:37














            1












            1








            1





            $begingroup$

            You can write the transformation matrix from the final state (let's use a square of side $1$) to the stretched polygon as a 3x3 affine matrix $T$. You can read more about it on wikipedia. Look at the last image. The matrix has the form $$T=begin{pmatrix}a& b& c\d& e& f\0& 0& 1end{pmatrix}$$
            For the coordinates you use a vector notation $$begin{pmatrix}x\y\1end{pmatrix}$$
            Let's suppose that $P_1$ is the transform of $(0,0)$. Then $c=x_1$ and $f=y_1$. Then continue with $P_2$ as the transform of $(1,0)$. You get $$a+c=x_2\d+f=y_2$$ or $$a=x_2-x_1\d=y_2-y_1$$
            You can work out the other matrix elements. Now we know that $$Tbegin{pmatrix}x_r\y_r\1end{pmatrix}=begin{pmatrix}x_M\y_M\1end{pmatrix}$$
            You can now multiply on the left with $T^{-1}$ and you get $$begin{pmatrix}x_r\y_r\1end{pmatrix}=T^{-1}begin{pmatrix}x_M\y_M\1end{pmatrix}$$






            share|cite|improve this answer









            $endgroup$



            You can write the transformation matrix from the final state (let's use a square of side $1$) to the stretched polygon as a 3x3 affine matrix $T$. You can read more about it on wikipedia. Look at the last image. The matrix has the form $$T=begin{pmatrix}a& b& c\d& e& f\0& 0& 1end{pmatrix}$$
            For the coordinates you use a vector notation $$begin{pmatrix}x\y\1end{pmatrix}$$
            Let's suppose that $P_1$ is the transform of $(0,0)$. Then $c=x_1$ and $f=y_1$. Then continue with $P_2$ as the transform of $(1,0)$. You get $$a+c=x_2\d+f=y_2$$ or $$a=x_2-x_1\d=y_2-y_1$$
            You can work out the other matrix elements. Now we know that $$Tbegin{pmatrix}x_r\y_r\1end{pmatrix}=begin{pmatrix}x_M\y_M\1end{pmatrix}$$
            You can now multiply on the left with $T^{-1}$ and you get $$begin{pmatrix}x_r\y_r\1end{pmatrix}=T^{-1}begin{pmatrix}x_M\y_M\1end{pmatrix}$$







            share|cite|improve this answer












            share|cite|improve this answer



            share|cite|improve this answer










            answered Dec 12 '18 at 19:44









            AndreiAndrei

            12k21126




            12k21126












            • $begingroup$
              Thanks for the answer! However, my transformation is not affine, as you can see from my drawing. I am looking for a more generic case. Could you help?
              $endgroup$
              – Florian Segginger
              Dec 13 '18 at 13:19










            • $begingroup$
              What do you mean by saying that it's not affine? If you start from a square, you stretch it differently, shear it, rotate it, and translate it, you get your quadrilateral. That's an affine transformation
              $endgroup$
              – Andrei
              Dec 13 '18 at 13:25










            • $begingroup$
              You might need to change some of the zerros in $T$ to some finite values
              $endgroup$
              – Andrei
              Dec 13 '18 at 13:29










            • $begingroup$
              I think the transformation is not affine because it's more akin to a perspective transform? It is not just sheared, rotated, and translated. Lines do not remain parallel.
              $endgroup$
              – Florian Segginger
              Dec 13 '18 at 13:34










            • $begingroup$
              You are right, that's why you should modify the transformation matrix. It's still a 3x3 matrix. In one of the figures in the article on Wikipedia you have the example of how the matrix would look like.
              $endgroup$
              – Andrei
              Dec 13 '18 at 13:37


















            • $begingroup$
              Thanks for the answer! However, my transformation is not affine, as you can see from my drawing. I am looking for a more generic case. Could you help?
              $endgroup$
              – Florian Segginger
              Dec 13 '18 at 13:19










            • $begingroup$
              What do you mean by saying that it's not affine? If you start from a square, you stretch it differently, shear it, rotate it, and translate it, you get your quadrilateral. That's an affine transformation
              $endgroup$
              – Andrei
              Dec 13 '18 at 13:25










            • $begingroup$
              You might need to change some of the zerros in $T$ to some finite values
              $endgroup$
              – Andrei
              Dec 13 '18 at 13:29










            • $begingroup$
              I think the transformation is not affine because it's more akin to a perspective transform? It is not just sheared, rotated, and translated. Lines do not remain parallel.
              $endgroup$
              – Florian Segginger
              Dec 13 '18 at 13:34










            • $begingroup$
              You are right, that's why you should modify the transformation matrix. It's still a 3x3 matrix. In one of the figures in the article on Wikipedia you have the example of how the matrix would look like.
              $endgroup$
              – Andrei
              Dec 13 '18 at 13:37
















            $begingroup$
            Thanks for the answer! However, my transformation is not affine, as you can see from my drawing. I am looking for a more generic case. Could you help?
            $endgroup$
            – Florian Segginger
            Dec 13 '18 at 13:19




            $begingroup$
            Thanks for the answer! However, my transformation is not affine, as you can see from my drawing. I am looking for a more generic case. Could you help?
            $endgroup$
            – Florian Segginger
            Dec 13 '18 at 13:19












            $begingroup$
            What do you mean by saying that it's not affine? If you start from a square, you stretch it differently, shear it, rotate it, and translate it, you get your quadrilateral. That's an affine transformation
            $endgroup$
            – Andrei
            Dec 13 '18 at 13:25




            $begingroup$
            What do you mean by saying that it's not affine? If you start from a square, you stretch it differently, shear it, rotate it, and translate it, you get your quadrilateral. That's an affine transformation
            $endgroup$
            – Andrei
            Dec 13 '18 at 13:25












            $begingroup$
            You might need to change some of the zerros in $T$ to some finite values
            $endgroup$
            – Andrei
            Dec 13 '18 at 13:29




            $begingroup$
            You might need to change some of the zerros in $T$ to some finite values
            $endgroup$
            – Andrei
            Dec 13 '18 at 13:29












            $begingroup$
            I think the transformation is not affine because it's more akin to a perspective transform? It is not just sheared, rotated, and translated. Lines do not remain parallel.
            $endgroup$
            – Florian Segginger
            Dec 13 '18 at 13:34




            $begingroup$
            I think the transformation is not affine because it's more akin to a perspective transform? It is not just sheared, rotated, and translated. Lines do not remain parallel.
            $endgroup$
            – Florian Segginger
            Dec 13 '18 at 13:34












            $begingroup$
            You are right, that's why you should modify the transformation matrix. It's still a 3x3 matrix. In one of the figures in the article on Wikipedia you have the example of how the matrix would look like.
            $endgroup$
            – Andrei
            Dec 13 '18 at 13:37




            $begingroup$
            You are right, that's why you should modify the transformation matrix. It's still a 3x3 matrix. In one of the figures in the article on Wikipedia you have the example of how the matrix would look like.
            $endgroup$
            – Andrei
            Dec 13 '18 at 13:37











            1












            $begingroup$

            Well, that was hard, but I figured it out!



            The answer by @Andrei was correct, but it only works for an affine transform, which consists of just scaling, translating, shearing and rotating. An affine transform means parallel lines remain parallel. This was not my case as you can see the quadrilateral is more akin to a perspective transform.



            The key was that in the case of a non-affine transform, also known as a perspective transform, the transformation matrix $T$ is more complex. The terms $g$ and $h$ are non-zero. Also, the $x$ and $y$ coordinates of the resulting transformation needs to be divided by $z$:



            $$p_r'=begin{pmatrix}x_r\y_r\1end{pmatrix}T=begin{pmatrix}x'\y'\z'end{pmatrix}$$
            $$p_r=begin{pmatrix}x\y\1end{pmatrix}=begin{pmatrix}x' over z'\y' over z'\1end{pmatrix}$$



            Where $p_r$ is the resulting point position after being transformed by the matrix (forward transform).



            Now, what we want is to find the inverse transformation. The formula is quite similar



            $$p_b'=p_r T^{-1}=begin{pmatrix}x'\y'\z'end{pmatrix}$$
            $$p_b=begin{pmatrix}x\y\1end{pmatrix}=begin{pmatrix}x' over z'\y' over z'\1end{pmatrix}$$



            Now the hard part is finding the coefficients for the transform matrix, since it has no zero element.



            $$T=begin{pmatrix}a_{11}& a_{12}& a_{13}\a_{21}& a_{22}& a_{23}\a_{31}& a_{32}& a_{33}end{pmatrix}$$



            Thanks to the paper linked below, I was able to find these coefficients rather easily (watch out, the interesting part has a few typos!):
            https://www.ldv.ei.tum.de/fileadmin/w00bfa/www/content_uploads/Vorlesung_3.2_SpatialTransformations.pdf



            Considering
            $$P_1=begin{pmatrix} x_1 \y_1 \0 end{pmatrix}$$
            $$P_2=begin{pmatrix} x_2 \y_2 \0 end{pmatrix}$$
            $$P_3=begin{pmatrix} x_3 \y_3 \0 end{pmatrix}$$
            $$P_4=begin{pmatrix} x_4 \y_4 \0 end{pmatrix}$$



            are the 4 points of the quadrilateral in clockwise order (in the case of a "computer graphics" referential; in the case of a "mathematical" referential, the order would be anti-clockwise)



            $$Delta x_1=x_1 - x_2, Delta x_2=x_3 - x_2, Delta x_3=x_0 - x_1 + x_2 - x_3$$
            $$Delta y_1=y_1 - y_2, Delta y_2=y_3 - y_2, Delta y_3=y_0 - y_1 + y_2 - y_3$$



            $$a_{13}={begin{vmatrix} Delta x_3& Delta x_2\ Delta y_3& Delta y_2 end{vmatrix} over begin{vmatrix} Delta x_1& Delta x_2\ Delta y_1& Delta y_2 end{vmatrix}}$$



            $$a_{23}={begin{vmatrix} Delta x_1& Delta x_3\ Delta y_1& Delta y_3 end{vmatrix} over begin{vmatrix} Delta x_1& Delta x_2\ Delta y_1& Delta y_2 end{vmatrix}}$$



            $$a_{11}=x_1-x_0+a_{13}x_1$$
            $$a_{12}=y_1-y_0+a_{13}y_1$$
            $$a_{21}=x_3-x_0+a_{23}x_3$$
            $$a_{22}=y_3-y_0+a_{23}y_3$$
            $$a_{31}=y_0$$
            $$a_{32}=y_0$$
            $$a_{33}=1$$



            Then, it was just a matter of inversing this matrix and doing the operation I described above.



            Here is a jsfiddle showing the process in action:



            https://jsfiddle.net/floriansegginger/jm57pbzg/40/






            share|cite|improve this answer











            $endgroup$


















              1












              $begingroup$

              Well, that was hard, but I figured it out!



              The answer by @Andrei was correct, but it only works for an affine transform, which consists of just scaling, translating, shearing and rotating. An affine transform means parallel lines remain parallel. This was not my case as you can see the quadrilateral is more akin to a perspective transform.



              The key was that in the case of a non-affine transform, also known as a perspective transform, the transformation matrix $T$ is more complex. The terms $g$ and $h$ are non-zero. Also, the $x$ and $y$ coordinates of the resulting transformation needs to be divided by $z$:



              $$p_r'=begin{pmatrix}x_r\y_r\1end{pmatrix}T=begin{pmatrix}x'\y'\z'end{pmatrix}$$
              $$p_r=begin{pmatrix}x\y\1end{pmatrix}=begin{pmatrix}x' over z'\y' over z'\1end{pmatrix}$$



              Where $p_r$ is the resulting point position after being transformed by the matrix (forward transform).



              Now, what we want is to find the inverse transformation. The formula is quite similar



              $$p_b'=p_r T^{-1}=begin{pmatrix}x'\y'\z'end{pmatrix}$$
              $$p_b=begin{pmatrix}x\y\1end{pmatrix}=begin{pmatrix}x' over z'\y' over z'\1end{pmatrix}$$



              Now the hard part is finding the coefficients for the transform matrix, since it has no zero element.



              $$T=begin{pmatrix}a_{11}& a_{12}& a_{13}\a_{21}& a_{22}& a_{23}\a_{31}& a_{32}& a_{33}end{pmatrix}$$



              Thanks to the paper linked below, I was able to find these coefficients rather easily (watch out, the interesting part has a few typos!):
              https://www.ldv.ei.tum.de/fileadmin/w00bfa/www/content_uploads/Vorlesung_3.2_SpatialTransformations.pdf



              Considering
              $$P_1=begin{pmatrix} x_1 \y_1 \0 end{pmatrix}$$
              $$P_2=begin{pmatrix} x_2 \y_2 \0 end{pmatrix}$$
              $$P_3=begin{pmatrix} x_3 \y_3 \0 end{pmatrix}$$
              $$P_4=begin{pmatrix} x_4 \y_4 \0 end{pmatrix}$$



              are the 4 points of the quadrilateral in clockwise order (in the case of a "computer graphics" referential; in the case of a "mathematical" referential, the order would be anti-clockwise)



              $$Delta x_1=x_1 - x_2, Delta x_2=x_3 - x_2, Delta x_3=x_0 - x_1 + x_2 - x_3$$
              $$Delta y_1=y_1 - y_2, Delta y_2=y_3 - y_2, Delta y_3=y_0 - y_1 + y_2 - y_3$$



              $$a_{13}={begin{vmatrix} Delta x_3& Delta x_2\ Delta y_3& Delta y_2 end{vmatrix} over begin{vmatrix} Delta x_1& Delta x_2\ Delta y_1& Delta y_2 end{vmatrix}}$$



              $$a_{23}={begin{vmatrix} Delta x_1& Delta x_3\ Delta y_1& Delta y_3 end{vmatrix} over begin{vmatrix} Delta x_1& Delta x_2\ Delta y_1& Delta y_2 end{vmatrix}}$$



              $$a_{11}=x_1-x_0+a_{13}x_1$$
              $$a_{12}=y_1-y_0+a_{13}y_1$$
              $$a_{21}=x_3-x_0+a_{23}x_3$$
              $$a_{22}=y_3-y_0+a_{23}y_3$$
              $$a_{31}=y_0$$
              $$a_{32}=y_0$$
              $$a_{33}=1$$



              Then, it was just a matter of inversing this matrix and doing the operation I described above.



              Here is a jsfiddle showing the process in action:



              https://jsfiddle.net/floriansegginger/jm57pbzg/40/






              share|cite|improve this answer











              $endgroup$
















                1












                1








                1





                $begingroup$

                Well, that was hard, but I figured it out!



                The answer by @Andrei was correct, but it only works for an affine transform, which consists of just scaling, translating, shearing and rotating. An affine transform means parallel lines remain parallel. This was not my case as you can see the quadrilateral is more akin to a perspective transform.



                The key was that in the case of a non-affine transform, also known as a perspective transform, the transformation matrix $T$ is more complex. The terms $g$ and $h$ are non-zero. Also, the $x$ and $y$ coordinates of the resulting transformation needs to be divided by $z$:



                $$p_r'=begin{pmatrix}x_r\y_r\1end{pmatrix}T=begin{pmatrix}x'\y'\z'end{pmatrix}$$
                $$p_r=begin{pmatrix}x\y\1end{pmatrix}=begin{pmatrix}x' over z'\y' over z'\1end{pmatrix}$$



                Where $p_r$ is the resulting point position after being transformed by the matrix (forward transform).



                Now, what we want is to find the inverse transformation. The formula is quite similar



                $$p_b'=p_r T^{-1}=begin{pmatrix}x'\y'\z'end{pmatrix}$$
                $$p_b=begin{pmatrix}x\y\1end{pmatrix}=begin{pmatrix}x' over z'\y' over z'\1end{pmatrix}$$



                Now the hard part is finding the coefficients for the transform matrix, since it has no zero element.



                $$T=begin{pmatrix}a_{11}& a_{12}& a_{13}\a_{21}& a_{22}& a_{23}\a_{31}& a_{32}& a_{33}end{pmatrix}$$



                Thanks to the paper linked below, I was able to find these coefficients rather easily (watch out, the interesting part has a few typos!):
                https://www.ldv.ei.tum.de/fileadmin/w00bfa/www/content_uploads/Vorlesung_3.2_SpatialTransformations.pdf



                Considering
                $$P_1=begin{pmatrix} x_1 \y_1 \0 end{pmatrix}$$
                $$P_2=begin{pmatrix} x_2 \y_2 \0 end{pmatrix}$$
                $$P_3=begin{pmatrix} x_3 \y_3 \0 end{pmatrix}$$
                $$P_4=begin{pmatrix} x_4 \y_4 \0 end{pmatrix}$$



                are the 4 points of the quadrilateral in clockwise order (in the case of a "computer graphics" referential; in the case of a "mathematical" referential, the order would be anti-clockwise)



                $$Delta x_1=x_1 - x_2, Delta x_2=x_3 - x_2, Delta x_3=x_0 - x_1 + x_2 - x_3$$
                $$Delta y_1=y_1 - y_2, Delta y_2=y_3 - y_2, Delta y_3=y_0 - y_1 + y_2 - y_3$$



                $$a_{13}={begin{vmatrix} Delta x_3& Delta x_2\ Delta y_3& Delta y_2 end{vmatrix} over begin{vmatrix} Delta x_1& Delta x_2\ Delta y_1& Delta y_2 end{vmatrix}}$$



                $$a_{23}={begin{vmatrix} Delta x_1& Delta x_3\ Delta y_1& Delta y_3 end{vmatrix} over begin{vmatrix} Delta x_1& Delta x_2\ Delta y_1& Delta y_2 end{vmatrix}}$$



                $$a_{11}=x_1-x_0+a_{13}x_1$$
                $$a_{12}=y_1-y_0+a_{13}y_1$$
                $$a_{21}=x_3-x_0+a_{23}x_3$$
                $$a_{22}=y_3-y_0+a_{23}y_3$$
                $$a_{31}=y_0$$
                $$a_{32}=y_0$$
                $$a_{33}=1$$



                Then, it was just a matter of inversing this matrix and doing the operation I described above.



                Here is a jsfiddle showing the process in action:



                https://jsfiddle.net/floriansegginger/jm57pbzg/40/






                share|cite|improve this answer











                $endgroup$



                Well, that was hard, but I figured it out!



                The answer by @Andrei was correct, but it only works for an affine transform, which consists of just scaling, translating, shearing and rotating. An affine transform means parallel lines remain parallel. This was not my case as you can see the quadrilateral is more akin to a perspective transform.



                The key was that in the case of a non-affine transform, also known as a perspective transform, the transformation matrix $T$ is more complex. The terms $g$ and $h$ are non-zero. Also, the $x$ and $y$ coordinates of the resulting transformation needs to be divided by $z$:



                $$p_r'=begin{pmatrix}x_r\y_r\1end{pmatrix}T=begin{pmatrix}x'\y'\z'end{pmatrix}$$
                $$p_r=begin{pmatrix}x\y\1end{pmatrix}=begin{pmatrix}x' over z'\y' over z'\1end{pmatrix}$$



                Where $p_r$ is the resulting point position after being transformed by the matrix (forward transform).



                Now, what we want is to find the inverse transformation. The formula is quite similar



                $$p_b'=p_r T^{-1}=begin{pmatrix}x'\y'\z'end{pmatrix}$$
                $$p_b=begin{pmatrix}x\y\1end{pmatrix}=begin{pmatrix}x' over z'\y' over z'\1end{pmatrix}$$



                Now the hard part is finding the coefficients for the transform matrix, since it has no zero element.



                $$T=begin{pmatrix}a_{11}& a_{12}& a_{13}\a_{21}& a_{22}& a_{23}\a_{31}& a_{32}& a_{33}end{pmatrix}$$



                Thanks to the paper linked below, I was able to find these coefficients rather easily (watch out, the interesting part has a few typos!):
                https://www.ldv.ei.tum.de/fileadmin/w00bfa/www/content_uploads/Vorlesung_3.2_SpatialTransformations.pdf



                Considering
                $$P_1=begin{pmatrix} x_1 \y_1 \0 end{pmatrix}$$
                $$P_2=begin{pmatrix} x_2 \y_2 \0 end{pmatrix}$$
                $$P_3=begin{pmatrix} x_3 \y_3 \0 end{pmatrix}$$
                $$P_4=begin{pmatrix} x_4 \y_4 \0 end{pmatrix}$$



                are the 4 points of the quadrilateral in clockwise order (in the case of a "computer graphics" referential; in the case of a "mathematical" referential, the order would be anti-clockwise)



                $$Delta x_1=x_1 - x_2, Delta x_2=x_3 - x_2, Delta x_3=x_0 - x_1 + x_2 - x_3$$
                $$Delta y_1=y_1 - y_2, Delta y_2=y_3 - y_2, Delta y_3=y_0 - y_1 + y_2 - y_3$$



                $$a_{13}={begin{vmatrix} Delta x_3& Delta x_2\ Delta y_3& Delta y_2 end{vmatrix} over begin{vmatrix} Delta x_1& Delta x_2\ Delta y_1& Delta y_2 end{vmatrix}}$$



                $$a_{23}={begin{vmatrix} Delta x_1& Delta x_3\ Delta y_1& Delta y_3 end{vmatrix} over begin{vmatrix} Delta x_1& Delta x_2\ Delta y_1& Delta y_2 end{vmatrix}}$$



                $$a_{11}=x_1-x_0+a_{13}x_1$$
                $$a_{12}=y_1-y_0+a_{13}y_1$$
                $$a_{21}=x_3-x_0+a_{23}x_3$$
                $$a_{22}=y_3-y_0+a_{23}y_3$$
                $$a_{31}=y_0$$
                $$a_{32}=y_0$$
                $$a_{33}=1$$



                Then, it was just a matter of inversing this matrix and doing the operation I described above.



                Here is a jsfiddle showing the process in action:



                https://jsfiddle.net/floriansegginger/jm57pbzg/40/







                share|cite|improve this answer














                share|cite|improve this answer



                share|cite|improve this answer








                edited Dec 14 '18 at 10:39

























                answered Dec 14 '18 at 9:21









                Florian SeggingerFlorian Segginger

                1113




                1113






























                    draft saved

                    draft discarded




















































                    Thanks for contributing an answer to Mathematics Stack Exchange!


                    • Please be sure to answer the question. Provide details and share your research!

                    But avoid



                    • Asking for help, clarification, or responding to other answers.

                    • Making statements based on opinion; back them up with references or personal experience.


                    Use MathJax to format equations. MathJax reference.


                    To learn more, see our tips on writing great answers.




                    draft saved


                    draft discarded














                    StackExchange.ready(
                    function () {
                    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fmath.stackexchange.com%2fquestions%2f3037040%2fnormalized-coordinate-of-point-on-4-sided-concave-polygon%23new-answer', 'question_page');
                    }
                    );

                    Post as a guest















                    Required, but never shown





















































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown

































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown







                    Popular posts from this blog

                    Probability when a professor distributes a quiz and homework assignment to a class of n students.

                    Aardman Animations

                    Are they similar matrix