225
(Th-Tux* l )x + (T^ -T^x x )y + {Tl l -Tl A x* l )z +
+ (T4i -5 44 x “ 0
(T{ 2 - T i\y l ) x + ( T 22 - TW)y + (T32 - Tj 4 y* 1 )z +
+ (2i-J&/ 1 ) = 0
(7i 2 ,-T? 4 x' 2 )x + {T 2 X -T 2 4 x* 2 )y + (Tg ~T 2 4 x* 2 )z +
+ (T 4 \ -T^x* 2 ) = 0
The transformation 7’ 1 is different, in general, from the
T 2 . In matricial form:
(7i)
where:
A =
T l n~T} 4 x' 1
Tii-Thy 1
T\\ ~T\ 4 x* 2
Til-T&y 2
J’l 'T’l *1 rp 1 rp\ *1
i 21 _7 24 x •‘31 ~ •'34 x
A-tW ri-rV
^■2 t"2 *2 7*2 T>2 *2
I 2l~ 1 24 x i 31~ i 34 x
T 2 2 -T} 4 y 2 T? 2 -T? 4 y' 2
(72)
[jf = [x;y;r] (73)
Pf = [T^* 1 -TlyjUy 1 -Tl 2 -Tlx' 2 + -Ti V ,T 2 4 y 2 -Tl 2 \
(74)
We have four equations in three unknowns. The problem is
iperdetermined and can be solved ad example by least
squares:
44I4M4W
A third made of consider the couple of equations is that of
know the real and image co-ordinates of some points present
in the two projections. It becomes possible to determine the
elements of the transformation 77. Known these elements,
also points of unknown real co-ordinates can be transformed.
Let’s re-write the couple of equations:
(7ji - T\ 4 x* )x + (T 2 \ -T 24 x*)y +
+ (B31 -Tt, 4 x )z+(T 4 \ -T m x ) = 0
, * O 6 '
(T12 ~ 7)4 y )x + {J22 ~ 7^24 y )y +
+ (B32 ~T’3 4 y )z + (T 42 -T^y ) = 0
* *
Let both X , y and x, y, z be known quantities. We have
then two equations in twelve unknowns, that are the elements
77 . By applying these equations a six points not coplanar,
with known model and plate co-ordinates, the 77 are
obtained. The transformation producing the perspective
projection, remains then determined for example a
photograph. Note that none ‘a priori’ information on the
transformation is needed. For example, in the case of
photograph, it is not necessary to know' the point from where
the photograph has been taken neither the orientation of the
camera. In matricial form:
*1
0
-*1*1
y\
0
-V1*1*
*1
0
-*1*1*
1
0 -*j
'Til
0
*1
-•w*
0
Vi
-VlVi*
0
*1
-*1V1*
0
1 ->7
712
*2
0
~ X 2 X 2
V2
0
-y 2 *2
*2
0
— *2*2
1
0 — * 2
714
0
*2
-JC2V2
0
V2
-V2V2
0
*2
“*2V2
0
1 -y\
7-21
*3
0
-■*3*3
V3
0
-V3*3
23
0
— *3*3
1
0 —*3
T 22
0
*3
-*3V3
0
V3
-V3V3
0
*3
-*3V3
0
1 ->-3
T 2 A
*4
0
-*4*4
V4
0
-V4*4
*4
0
— *4*4
1
0 — *4
7-31
0
*4
— *4+4
0
V4
-V4V4
0
*4
-*4V4
0
1 -y 4
732
*5
0
~ *5*3
Vs
0
~V5*5
*5
0
—*5*5
1
0 -*;
7-34
0
*5
-*5>’5
0
V5
-V5V5
0
*5
-*sVs
0
1 -y s
7-41
*6
0
-*6*6
Ve
0
-V6*6
*6
0
-*6*6
1
0
1
7-42
0
*6
-*6V6
0
V6
-V6V6
0
26
-*6Ve
0
1 -V6.
7*44
(77)
where the low index indicates the point of known co
ordinates. In a compact form:
[A’][T\ = 0 (78)
When the equations are homogeneous, they contain an of
arbitrary scale factor. For example we could divide by the
term T u , so that the unknowns would reduce to eleven and
the system would be normalised. If the transformation is
normalised, the last column of the [A ] is moved to the first
term, and the non-homogeneous system is solved.
19. Notes of rendering
In order to get a good simulation of the reality, the good 3D
virtual reconstruction by drawings is not yet enough, also the
lights, the colours, and the shades must be simulated and
generated. When the object has already modelled, we
proceed:
Generation of a axonometric or perspective projection
Removing hidden lines and surfaces
Shading and radiosity of the body
20. Clipping
To solve the problem of removing hidden lines and surfaces,
a solution is to order the objects according to their distance to
projection plane. An other solution is to depict the objects
one over the other beginning from the farest one (the so-
called the painter algorithm). The second method is less
accurate bud quicker.
21. The shading
The shading and the computation of the chromatic qualities
or radiosity are the core of the rendering procedure. Th
simplest algorithm is the law of cosine of Lambert. The light
intensity reflected by the surface, is expressed as function of
the cosine of the angle formed by the light with the normal
vector to the surface. Such a model is:
I r = 11 cos 9 (79)
where 6 = angle between the normal vector and the
incident light ray
I r = intensity of the reflected light
7 ■ = intensity of the mcident light
The model can be improved taking into account the different
tvrc of surface
I r =K Ii cosO (80)
where K is a coefficient for the surface. One can consider the
luminositv of the ambient
I = I r /d + K a I a (81)
The limit of the model is that when the surface is curved, the
computing time for the normal vector is rather long. When