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  2. Homogeneous coordinates - Wikipedia

    en.wikipedia.org/wiki/Homogeneous_coordinates

    Formulas involving homogeneous coordinates are often simpler and more symmetric than their Cartesian counterparts. Homogeneous coordinates have a range of applications, including computer graphics and 3D computer vision, where they allow affine transformations and, in general, projective transformations to be easily represented by a matrix.

  3. Clip coordinates - Wikipedia

    en.wikipedia.org/wiki/Clip_coordinates

    The clip coordinate system is a homogeneous coordinate system in the graphics pipeline that is used for clipping. [1]Objects' coordinates are transformed via a projection transformation into clip coordinates, at which point it may be efficiently determined on an object-by-object basis which portions of the objects will be visible to the user.

  4. 2D computer graphics - Wikipedia

    en.wikipedia.org/wiki/2D_computer_graphics

    If a left-handed Cartesian coordinate system is used, with x directed to the right but y directed down, R(θ) is clockwise. Such non-standard orientations are rarely used in mathematics but are common in 2D computer graphics, which often have the origin in the top left corner and the y-axis down the screen or page. [2]

  5. Plücker coordinates - Wikipedia

    en.wikipedia.org/wiki/Plücker_coordinates

    Alternatively, a line can be described as the intersection of two planes. Let L be a line contained in distinct planes a and b with homogeneous coefficients (a 0 : a 1 : a 2 : a 3) and (b 0 : b 1 : b 2 : b 3), respectively. (The first plane equation is =, for example.) The dual Plücker coordinate p ij is

  6. Transformation matrix - Wikipedia

    en.wikipedia.org/wiki/Transformation_matrix

    Another type of transformation, of importance in 3D computer graphics, is the perspective projection. Whereas parallel projections are used to project points onto the image plane along parallel lines, the perspective projection projects points onto the image plane along lines that emanate from a single point, called the center of projection.

  7. Camera matrix - Wikipedia

    en.wikipedia.org/wiki/Camera_matrix

    The camera matrix derived in the previous section has a null space which is spanned by the vector = This is also the homogeneous representation of the 3D point which has coordinates (0,0,0), that is, the "camera center" (aka the entrance pupil; the position of the pinhole of a pinhole camera) is at O.

  8. Scaling (geometry) - Wikipedia

    en.wikipedia.org/wiki/Scaling_(geometry)

    In projective geometry, often used in computer graphics, points are represented using homogeneous coordinates. To scale an object by a vector v = (v x, v y, v z), each homogeneous coordinate vector p = (p x, p y, p z, 1) would need to be multiplied with this projective transformation matrix:

  9. Triangulation (computer vision) - Wikipedia

    en.wikipedia.org/wiki/Triangulation_(computer...

    where ′, ′ are the homogeneous coordinates of the detected image points and , are the camera matrices. x (3D point) is the homogeneous representation of the resulting 3D point. The ∼ {\displaystyle \sim \,} sign implies that τ {\displaystyle \tau \,} is only required to produce a vector which is equal to x up to a multiplication by a non ...