Normalized coordinate of point on 4-sided concave polygon
$begingroup$
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".
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
$endgroup$
add a comment |
$begingroup$
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".
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
$endgroup$
add a comment |
$begingroup$
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".
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
$endgroup$
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".
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
computational-geometry computational-algebra
asked Dec 12 '18 at 18:13
Florian SeggingerFlorian Segginger
1113
1113
add a comment |
add a comment |
2 Answers
2
active
oldest
votes
$begingroup$
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 $$begin{pmatrix}x_r\y_r\1end{pmatrix}=T^{-1}begin{pmatrix}x_M\y_M\1end{pmatrix}$$
$endgroup$
$begingroup$
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
|
show 3 more comments
$begingroup$
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/
$endgroup$
add a comment |
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
});
}
});
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
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
$begingroup$
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 $$begin{pmatrix}x_r\y_r\1end{pmatrix}=T^{-1}begin{pmatrix}x_M\y_M\1end{pmatrix}$$
$endgroup$
$begingroup$
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
|
show 3 more comments
$begingroup$
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 $$begin{pmatrix}x_r\y_r\1end{pmatrix}=T^{-1}begin{pmatrix}x_M\y_M\1end{pmatrix}$$
$endgroup$
$begingroup$
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
|
show 3 more comments
$begingroup$
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 $$begin{pmatrix}x_r\y_r\1end{pmatrix}=T^{-1}begin{pmatrix}x_M\y_M\1end{pmatrix}$$
$endgroup$
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 $$begin{pmatrix}x_r\y_r\1end{pmatrix}=T^{-1}begin{pmatrix}x_M\y_M\1end{pmatrix}$$
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
|
show 3 more comments
$begingroup$
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
|
show 3 more comments
$begingroup$
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/
$endgroup$
add a comment |
$begingroup$
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/
$endgroup$
add a comment |
$begingroup$
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/
$endgroup$
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/
edited Dec 14 '18 at 10:39
answered Dec 14 '18 at 9:21
Florian SeggingerFlorian Segginger
1113
1113
add a comment |
add a comment |
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.
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
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
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
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