问题
How to determinate the 4x4 S matrix so that the P gets projected into Q, on the XZ (Y=0) plane?
Q = S P
回答1:
I will give the general solution for central projection from a point C to a plane E (assuming that L is not contained in E).
I will use Octave/MATLAB notation for convenience.
Let L be given in homogeneous coordinates
L=[lx ly lz 1]'
And E be given in Hessian normal form (also homogeneous coordinates)
E=[nx, ny, ,nz, d]'
where [nx, ny, nz] is the normal to the plane and d is its signed distance to the origin.
Then the matrix S which projects any point P (also in homogeneous coordinates) to the plane E through the center of projection L is
S=eye(4)*(L'*E)-L*E'
The central projection is
Q=S*P
As an Octave/MATLAB function
% A matrix S describing central projection to a plane E
% L a point in homogeneous coordinates of projective 3-space
% E a plane in homogeneous coordinates of projective 3-space
% Requirement: scalar product of L and E is non-zero (i.e. L is not contained in E)
function S = central_projection_to_plane(L, E)
S = [
+ L(2)*E(2) + L(3)*E(3) + L(4)*E(4), - L(1)*E(2) , - L(1)*E(3) , - L(1)*E(4) ;
- L(2)*E(1) , + L(1)*E(1) + L(3)*E(3) + L(4)*E(4) , - L(2)*E(3) , - L(2)*E(4) ;
- L(3)*E(1) , - L(3)*E(2) , + L(1)*E(1) + L(4)*E(4) + L(2)*E(2) , - L(3)*E(4) ;
- L(4)*E(1) , - L(4)*E(2) , - L(4)*E(3) , + L(1)*E(1) + L(2)*E(2) + L(3)*E(3)
];
end % function
P.S.: To derive this, note that the line through L and P can be written as a 4x4 Plücker matrix
Rx=L*P'-P*L'.
The intersection of the line Rx and the plane E is simply
Q=Rx*E
=(L*P'-P*L')*E
=(eye(4)*(L'*E)-L*E')*P
=S*P
See also: https://en.wikipedia.org/wiki/Plücker_matrix
回答2:
The ray has coordinates r(t) = L + t * (P-L). That is in component form:
r_x = L_x + t*(P_x-L_x)
r_y = L_y + t*(P_y-L_y)
r_z = L_z + t*(P_z-L_z)
Now you need to find Q = r(t) such that r_y = 0
. That is done when t = -L_y/(P_y-L_y)
or
Q_x = L_x - L_y/(P_y-L_y)*(P_x-L_x)
Q_y = 0
Q_z = L_z - L_y/(P_y-L_y)*(P_z-L_z)
In general, the projection plane is defined by a unit normal vector n=(n_x,n_y,n_z)
and the distance of the plane to the origin d. A point r(t) lies on the plane if r(t)·n=d where · is the vector dot product.
The solution for point Q in general is
t = (d - n·L)/(n·(P-L))
Q = L + t *( P-L )
In pseudo C style code the above is:
// L : Light Source
// P : Point to be projected
// n : Plane _unit_ normal vector
// d : Distance of plane to the origin
// returns: The point Q along the ray that intersects the plane.
Vector3 HitPlaneWithRay(Vector3 L, Vector3 P, Vector3 n, double d)
{
double t = (d-Dot(L,n))/Dot(P-L,n);
return L + t*(P-L);
}
// Intersect ray with floor (Normal=[0,1,0], Distance=0)
Vector3 HitFloorWithRay(Vector3 L, Vector3 P)
{
return HitPlaneWithRay(L, P, Vector3.J, 0);
}
来源:https://stackoverflow.com/questions/24163987/projection-matrix-to-project-a-point-in-a-plane