A 4-dimensional homogeneous coordinate system is frequently useful in representing the projective operations inherent in computer graphics systems. It has two principal uses:
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Points in four-dimensional homogeneous space are usually specified by
. This is an extension of the usual coordinate
representation that we utilize with
frames
. If we look at
the coordinates
in four dimensions, we notice that they
all lie on the space
. This is illustrated in the figure below.
The transformations that we have defined all transform the fourth
coordinate to one, thereby limiting the movement of the points to the
space. However, it will be necessary to utilize transformations
that move the points away from this space creating a conflict - as
long as the points are in the
space we can consider them as
being in an exact copy of three-dimensional space ; if they move away
from this space, how do we identify them with three-dimensional points
any longer?
Well there are many ways to get a point away from the
space to
identify with a point in the space. We will utilize a projective
approach in which we will identify points out of the
space with
points in the space as follows:
Given a coordinate, we identify the point
in the
space with
if the point
is the unique point on the line connecting
with the origin.
It is fairly easy to calculate the simple formula for identification
of these points. If we look at the following figure, where we have
focussed on two axes (the
and the
axis),
we can utilize a similar triangle argument to obtain that
This mapping has the following properties:
The correspondence between 3-dimensional space and
4-dimensional homogeneous space is frequently utilized to apply
4-dimensional functions that define operators on 3-dimensional points.
If we are given a coordinate
in 3-dimensional space,
we apply a
matrix to the coordinate by multiplying
The point
in homogeneous space is then projects to the
space
by dividing by the fourth coordinate
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1999
Computer Science Department
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