DocumentCode :
1502704
Title :
Inferring transforms [computer graphics]
Author :
Blinn, James F.
Author_Institution :
Microsoft Corp., Redmond, WA, USA
Volume :
19
Issue :
3
fYear :
1999
Firstpage :
93
Lastpage :
98
Abstract :
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
Keywords :
computational geometry; image texture; rendering (computer graphics); transforms; 2D image rendering; 2D texture; 2D-to-2D mapping; 3D rotation; arbitrary points; computer graphics; flat object digitization; orthographic views; perspective matrices; perspective projection; texture coordinate; texture space; transform inference; transformation specification; two-dimensional texture mapping; Arithmetic; Equations; H infinity control; Matrices; Plugs; Recycling; Transforms;
fLanguage :
English
Journal_Title :
Computer Graphics and Applications, IEEE
Publisher :
ieee
ISSN :
0272-1716
Type :
jour
DOI :
10.1109/38.761555
Filename :
761555
Link To Document :
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