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Draft for Information Only
ContentAffine Spatial Transformation
Affine Spatial TransformationAffine spatial transformation matrices are used to represent the orientation and position of a global 3 dimensional coordinate system.๐=
1000 0100 0010 0001 Orientation and Position of an ObjectThe orientation and position of an object ๐ at (๐ฅ,๐ฆ,๐ง) can be represented by a 3D affine transformation matrice.๐=
๐11๐12๐13๐ฅ ๐21๐22๐23๐ฆ ๐31๐32๐33๐ง 0001 Direction Cosine MatrixDirection cosine matrix is the upper left 3x3 area of the affine spatial transformation matrix. The direction cosine matrix (DCM) is a transformation matrix used to represent the orientation of the object with respect to the original coordinate reference frame.DCM=
๐11๐12๐13 ๐21๐22๐23 ๐31๐32๐33 Coordinate Reference FrameThe orientation of the object is refered to the coordinate reference frame represented by unit vectors obtained by the direction cosine matrix.
Position VectorPosition vector is the upper right 3x1 area of the affine spatial transformation matrix. The position vector is a vector used to specify the position of the object with respect to the original position.๐= ๐ฅ ๐ฆ ๐ง The 4th RowThe 4th row is always [0, 0, 0, 1] in forming a affine spatial transformation matrices and is used to maintain the 4x4 transformation matrix format.3D Affine Transformation MatricesThe 3D Affine Transformation, translation, rotations, scalings, reflections and shears can be combined in a single 4x4 affine transformation matrix๐ด=
The transformation of an object ๐ is applied by matrix transformation multiplication. The transformation matrix
๐โฒ=๐ด๐
๐11๐12๐13๐14 ๐21๐22๐23๐24 ๐31๐32๐33๐34 0001 TranslationA translation moves an object along one or more of the three axes.Translation MatrixA translation matrix is used to translate an object with the specified translations, ๐๐ฅ, ๐๐ฆ, ๐๐ง, along the three axes.๐ด=
100๐๐ฅ 010๐๐ฆ 001๐๐ง 0001 ExamplesExamples๐โฒ=๐ด๐=
100๐๐ฅ 010๐๐ฆ 001๐๐ง 0001 100๐ฅ 010๐ฆ 001๐ง 0001 100๐ฅ+๐๐ฅ 010๐ฆ+๐๐ฆ 001๐ง+๐๐ง 0001 Examples๐โฒ=๐ด๐=
100๐๐ฅ 010๐๐ฆ 001๐๐ง 0001 ๐ฅ ๐ฆ ๐ง 1 ๐ฅ+๐๐ฅ ๐ฆ+๐๐ฆ ๐ง+๐๐ง 1 ScalingA scaling changes the size of an object along one or more of the three axes.Scaling MatrixA scaling matrix is used to change the size of an object with the specified scales, ๐ ๐ฅ, ๐ ๐ฆ, ๐ ๐ง, along the three axes.๐ด=
๐ ๐ฅ000 0๐ ๐ฆ00 00๐ ๐ง0 0001 ExamplesExamples๐โฒ=๐ด๐=
๐ ๐ฅ000 0๐ ๐ฆ00 00๐ ๐ง0 0001 100๐ฅ 010๐ฆ 001๐ง 0001 ๐ ๐ฅ00๐ ๐ฅ๐ฅ 0๐ ๐ฆ0๐ ๐ฆ๐ฆ 00๐ ๐ง๐ ๐ง๐ง 0001 Examples๐โฒ=๐ด๐=
๐ ๐ฅ000 0๐ ๐ฆ00 00๐ ๐ง0 0001 ๐ฅ ๐ฆ ๐ง 1 ๐ ๐ฅ๐ฅ ๐ ๐ฆ๐ฆ ๐ ๐ง๐ง 1 RotationA rotation changes the orientation of an object along one of the three axes, or any arbitrary vector.Rotation MatrixA scaling matrix is used to change the orientation of an object with the specified angles in radian according to the right handed rule. The most common way is to specify arbitrary rotations with a sequence of simple rotation along one the the three cardinal axes.Rotation About ๐๐
๐ฅ=
1000 0 Rotation About ๐๐
๐ฆ=
Rotation About ๐๐
๐ง=
Sources and References
ยฉsideway ID: 220100014 Last Updated: 1/14/2022 Revision: 0 Ref: References
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