Linear Mapping Method Using Affine Transformation
Linear Mapping Method Using Affine Transformation
affine transformation
Linear mapping method using affine
transformation
• Affine transformation is a linear mapping
method that preserves points, straight lines,
and planes.
• Sets of parallel lines remain parallel after an
affine transformation.
• The affine transformation technique is typically
used to correct for geometric distortions or
deformations that occur with non-ideal camera
angles.
Linear mapping method using affine
transformation
• For example, satellite imagery uses affine
transformations to correct for wide angle lens
distortion, panorama stitching, and image
registration.
• Transforming and fusing the images to a large,
flat coordinate system is desirable to eliminate
distortion. This enables easier interactions and
calculations that don’t require accounting for
image distortion.
Linear mapping method using affine
transformation
• The following table illustrates the different
affine transformations: translation, scale,
shear, and rotation.
• A transformation basically means
• “doing something to every point of an object”.
• Properties of Affine transformation:
• C
• One could imagine a computer graphics system that requires the user to construct everything
• directly into a single scene.
• But, one can also immediately see that this would be an extremely limiting approach.
• In the real world, things come from various places and are arranged together to create a scene.
Further, many of these things are themselves collections of smaller parts that are assembled
together.
• We may wish to define one object relative to another – for example we may want to place a
hand at the end of an arm.
• Also, it is often the case that parts of an object are similar, like the tires on a car. And, even
• things that are built on scene, like a house for example, are designed elsewhere, at a scale
• that is usually many times smaller than the house as it is built.
• Even more to the point, we will often want to animate the objects in a scene, requiring the ability
to move them around relative to each other.
• For animation we will want to be able to move not only the objects, but also the camera, as we
render a sequence of images as time advances to create an illusion of motion. We need good
mechanisms within a computer graphics system to provide the flexibility implied by all of the
issues raised above.
• The figure below shows an example of what we mean. On the left,
a cylinder has been built
• in a convenient place, and to a convenient size. Because of the
requirements of a scene,
• it is first scaled to be longer and thinner than its original design,
rotated to a desired
• orientation in space, and then moved to a desired position (i.e.
translated). The set of
• operations providing for all such transformations, are known as the
affine transforms. The
• affines include translations and all linear transformations, like scale,
rotate, and shear.
AFFINE TRANSFORMATIONS
• Let us first examine the affine transforms in 2D
space, where it is easy to illustrate them
• with diagrams, then later we will look at the
affines in 3D.
• Consider a point x = (x; y). Affine
transformations of x are all transforms that
can be written
• where a through f are scalars.
• For example, if a; e = 1, and b; d = 0, then we
have a pure x´translation.