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GeometryCoordinate GeometryGeometric Transformation

Affine Spatial Transformation

`-=[]โŸจโŸฉ\;',./~!@#$%^&*()_+{}|:"<>? ๐‘Ž๐‘๐‘๐‘‘๐‘’๐‘“๐‘”โ„Ž๐‘–๐‘—๐‘˜๐‘™๐‘š๐‘›๐‘œ๐‘๐‘ž๐‘Ÿ๐‘ ๐‘ก๐‘ข๐‘ฃ๐‘ค๐‘ฅ๐‘ฆ๐‘ง ร…โ€‰โˆ’โ€‚ร—โ€ƒโ‹…โˆ“ยฑโˆ˜๊žŠ๏นฆโˆ—โˆ™ โ„ฏ ๐”ธ๐”นโ„‚๐”ป๐”ผ๐”ฝ๐”พโ„๐•€๐•๐•‚๐•ƒ๐•„โ„•๐•†โ„™โ„šโ„๐•Š๐•‹๐•Œ๐•๐•Ž๐•๐•โ„ค๐ด๐ต๐ถ๐ท๐ธ๐น๐บ๐ป๐ผ๐ฝ๐พ๐ฟ๐‘€๐‘๐‘‚๐‘ƒ๐‘„๐‘…๐‘†๐‘‡๐‘ˆ๐‘‰๐‘Š๐‘‹๐‘Œ๐‘ โˆผโˆฝโˆพโ‰โ‰‚โ‰ƒโ‰„โ‰…โ‰†โ‰‡โ‰ˆโ‰‰โ‰Œโ‰โ‰ โ‰ก โ‰คโ‰ฅโ‰ฆโ‰งโ‰จโ‰ฉโ‰ชโ‰ซ โˆˆโˆ‰โˆŠโˆ‹โˆŒโˆ โŠ‚โŠƒโŠ„โŠ…โІโЇ ๐›ผ๐›ฝ๐›พ๐›ฟ๐œ€๐œ๐œ‚๐œƒ๐œ„๐œ…๐œ†๐œ‡๐œˆ๐œ‰๐œŠ๐œ‹๐œŒ๐œŽ๐œ๐œ๐œ‘๐œ’๐œ“๐œ” โˆ€โˆ‚โˆƒโˆ…โฆฐโˆ†โˆ‡โˆŽโˆžโˆโˆดโˆต โˆโˆโˆ‘โ‹€โ‹โ‹‚โ‹ƒ โˆงโˆจโˆฉโˆช โˆซโˆฌโˆญโˆฎโˆฏโˆฐโˆฑโˆฒโˆณ โˆฅโ‹ฎโ‹ฏโ‹ฐโ‹ฑ โ€– โ€ฒ โ€ณ โ€ด โ„ โ— สน สบ โ€ต โ€ถ โ€ท ๏น ๏น‚ ๏นƒ ๏น„ ๏ธน ๏ธบ ๏ธป ๏ธผ ๏ธ— ๏ธ˜ ๏ธฟ ๏น€ ๏ธฝ ๏ธพ ๏น‡ ๏นˆ ๏ธท ๏ธธ โœ   โ   โŽด  โŽต  โž   โŸ   โ    โก โ†โ†‘โ†’โ†“โ†คโ†ฆโ†ฅโ†งโ†”โ†•โ†–โ†—โ†˜โ†™โ–ฒโ–ผโ—€โ–ถโ†บโ†ปโŸฒโŸณ โ†ผโ†ฝโ†พโ†ฟโ‡€โ‡โ‡‚โ‡ƒโ‡„โ‡…โ‡†โ‡‡ โ‡โ‡‘โ‡’โ‡“โ‡”โ‡Œโ‡โ‡โ‡•โ‡–โ‡—โ‡˜โ‡™โ‡™โ‡ณโฅขโฅฃโฅคโฅฅโฅฆโฅงโฅจโฅฉโฅชโฅซโฅฌโฅญโฅฎโฅฏ
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Affine Spatial Transformation
โ€ƒOrientation and Position of an Object
โ€ƒโ€ƒDirection Cosine Matrix
โ€ƒโ€ƒโ€ƒCoordinate Reference Frame
โ€ƒโ€ƒPosition Vector
โ€ƒโ€ƒThe 4th Row
โ€ƒ3D Affine Transformation Matrices
โ€ƒTranslation
โ€ƒโ€ƒTranslation Matrix
โ€ƒโ€ƒExamples
โ€ƒโ€ƒโ€ƒExamples
โ€ƒโ€ƒโ€ƒExamples
โ€ƒScaling
โ€ƒโ€ƒScaling Matrix
โ€ƒโ€ƒExamples
โ€ƒโ€ƒโ€ƒExamples
โ€ƒโ€ƒโ€ƒExamples
โ€ƒRotation
โ€ƒโ€ƒRotation Matrix
โ€ƒโ€ƒโ€ƒRotation About ๐‘‹
โ€ƒโ€ƒโ€ƒRotation About ๐‘Œ
โ€ƒโ€ƒโ€ƒRotation About ๐‘
โ€ƒSources and References

Affine Spatial Transformation

Affine 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 Object

The orientation and position of an object ๐‘ƒ at (๐‘ฅ,๐‘ฆ,๐‘ง) can be represented by a 3D affine transformation matrice.
๐‘ƒ= ๐‘Ž11๐‘Ž12๐‘Ž13๐‘ฅ ๐‘Ž21๐‘Ž22๐‘Ž23๐‘ฆ ๐‘Ž31๐‘Ž32๐‘Ž33๐‘ง 0001

Direction Cosine Matrix

Direction 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= ๐‘Ž11๐‘Ž12๐‘Ž13 ๐‘Ž21๐‘Ž22๐‘Ž23 ๐‘Ž31๐‘Ž32๐‘Ž33

Coordinate Reference Frame

The orientation of the object is refered to the coordinate reference frame represented by unit vectors obtained by the direction cosine matrix.
  • unit vector ๐‘ฅโ€ฒ : ๐‘Ž11๐‘ฅ+๐‘Ž12๐‘ฆ+๐‘Ž13๐‘ง
  • unit vector ๐‘ฆโ€ฒ : ๐‘Ž21๐‘ฅ+๐‘Ž22๐‘ฆ+๐‘Ž23๐‘ง
  • unit vector ๐‘งโ€ฒ : ๐‘Ž31๐‘ฅ+๐‘Ž32๐‘ฆ+๐‘Ž33๐‘ง

Position Vector

Position 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‘Ÿ= ๐‘ฅ ๐‘ฆ ๐‘ง

The 4th Row

The 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 Matrices

The 3D Affine Transformation, translation, rotations, scalings, reflections and shears can be combined in a single 4x4 affine transformation matrix
๐ด= ๐‘Ž11๐‘Ž12๐‘Ž13๐‘Ž14 ๐‘Ž21๐‘Ž22๐‘Ž23๐‘Ž24 ๐‘Ž31๐‘Ž32๐‘Ž33๐‘Ž34 0001
The transformation of an object ๐‘ƒ is applied by matrix transformation multiplication. The transformation matrix ๐‘ƒโ€ฒ=๐ด๐‘ƒ

Translation

A translation moves an object along one or more of the three axes.

Translation Matrix

A translation matrix is used to translate an object with the specified translations, ๐‘‘๐‘ฅ, ๐‘‘๐‘ฆ, ๐‘‘๐‘ง, along the three axes.
๐ด= 100๐‘‘๐‘ฅ 010๐‘‘๐‘ฆ 001๐‘‘๐‘ง 0001

Examples

Examples

๐‘ƒโ€ฒ=๐ด๐‘ƒ= 100๐‘‘๐‘ฅ 010๐‘‘๐‘ฆ 001๐‘‘๐‘ง 0001 100๐‘ฅ 010๐‘ฆ 001๐‘ง 0001 = 100๐‘ฅ+๐‘‘๐‘ฅ 010๐‘ฆ+๐‘‘๐‘ฆ 001๐‘ง+๐‘‘๐‘ง 0001

Examples

๐‘ƒโ€ฒ=๐ด๐‘ƒ= 100๐‘‘๐‘ฅ 010๐‘‘๐‘ฆ 001๐‘‘๐‘ง 0001 ๐‘ฅ ๐‘ฆ ๐‘ง 1 = ๐‘ฅ+๐‘‘๐‘ฅ ๐‘ฆ+๐‘‘๐‘ฆ ๐‘ง+๐‘‘๐‘ง 1

Scaling

A scaling changes the size of an object along one or more of the three axes.

Scaling Matrix

A scaling matrix is used to change the size of an object with the specified scales, ๐‘ ๐‘ฅ, ๐‘ ๐‘ฆ, ๐‘ ๐‘ง, along the three axes.
๐ด= ๐‘ ๐‘ฅ000 0๐‘ ๐‘ฆ00 00๐‘ ๐‘ง0 0001

Examples

Examples

๐‘ƒโ€ฒ=๐ด๐‘ƒ= ๐‘ ๐‘ฅ000 0๐‘ ๐‘ฆ00 00๐‘ ๐‘ง0 0001 100๐‘ฅ 010๐‘ฆ 001๐‘ง 0001 = ๐‘ ๐‘ฅ00๐‘ ๐‘ฅ๐‘ฅ 0๐‘ ๐‘ฆ0๐‘ ๐‘ฆ๐‘ฆ 00๐‘ ๐‘ง๐‘ ๐‘ง๐‘ง 0001

Examples

๐‘ƒโ€ฒ=๐ด๐‘ƒ= ๐‘ ๐‘ฅ000 0๐‘ ๐‘ฆ00 00๐‘ ๐‘ง0 0001 ๐‘ฅ ๐‘ฆ ๐‘ง 1 = ๐‘ ๐‘ฅ๐‘ฅ ๐‘ ๐‘ฆ๐‘ฆ ๐‘ ๐‘ง๐‘ง 1

Rotation

A rotation changes the orientation of an object along one of the three axes, or any arbitrary vector.

Rotation Matrix

A 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 ๐‘‹

๐‘…๐‘ฅ= 1000 0cos๐œƒsin๐œƒ0 0โˆ’sin๐œƒcos๐œƒ0 0001

Rotation About ๐‘Œ

๐‘…๐‘ฆ= cos๐œƒ0โˆ’sin๐œƒ0 0100 sin๐œƒ0cos๐œƒ0 0001

Rotation About ๐‘

๐‘…๐‘ง= cos๐œƒโˆ’sin๐œƒ00 sin๐œƒcos๐œƒ00 0010 0001

Sources and References

  • https://en.wikipedia.org/wiki/Direction_cosine
  • https://en.wikiversity.org/wiki/PlanetPhysics/Direction_Cosine_Matrix

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ID: 220100014 Last Updated: 1/14/2022 Revision: 0 Ref:

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References

  1. Hilbert, D. (translated by Townsend E.J.), 1902, The Foundations of Geometry
  2. Moore, E.H., 1902, On the projective axioms of geometry
  3. Fitzpatrick R. (translated), Heiberg J.L. (Greek Text), Euclid (Author), 2008, Euclid's Elements of Geometry
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