Methods to recover Z is called as SHAPE from X where X stands for Stereo, Shaping, Focus, Defocus etc ..
Some Basic Transformation Translation Scaling Rotation Perspective Transformation Translation Let (X1,Y1,Z1) displaced to new location given by Scaling Rotation Rotation around Z theta/ gamma Rotation around X Phi / alpha Rotation around Y beta
Rotation of a point around Z axis
Angles measured counter clockwise Clock wise direction
Can you try the ROTATION MATRIX for X and Y directions [ consider clock wise]
Perspective Transformation Also known as Imaging Transformation projects a 3D point onto a 2D plane.
Here X,Y,Z represent the world coordinates and x,y,z represent the camera coordinates.
X,Y,Z maps to x, y, by considering the two equivalent triangles If origin moved to the image plane
To represent the camera coordinates in a Matrix form as in case of Translation, Rotation etc.. we need define perspective matrix , which is accomplished by converting the world coordinates (Cartesian) to homogenous world coordinates We define Perspective Transformation
Cartesian or Euclidean space parallel lines DONT intersect.
in projective space the tracks in the picture becomes narrower while it moves far away from eyes. Finally, the two parallel rails meet at the horizon, which is a point at infinity.
The Cartesian coordinates of a 2D point can be expressed as (x, y). What if this point goes far away to infinity? The point at infinity would be (,), and it becomes meaningless in Euclidean space. The parallel lines should meet at infinity in projective space, but cannot do in Euclidean space. Mathematicians have discovered a way to solve this issue.
Homogeneous coordinates, introduced by August Ferdinand Mbius, make calculations of graphics and geometry possible in projective space.
Homogeneous coordinates are a way of representing N-dimensional coordinates with N+1 numbers.
To make 2D Homogeneous coordinates, simply add an additional variable, w, into existing coordinates. Therefore, a point in Cartesian coordinates, (X, Y) becomes (x, y, w) in Homogeneous coordinates. And X and Y in Cartesian are re-expressed with x, y and w in Homogeneous as; X = x/w Y = y/w