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Transition matrix transformation problem

Time:09-19

Have two matrices M1, M2,
Now I want to ask matrix between M1 and M2
Should not use linear interpolation, because there might be a rotation matrix, scaling, shearing, etc.
What is the good way?

CodePudding user response:

If there is no other constraints, there are infinitely many solutions, because of the trajectory can be any

CodePudding user response:

Generally handled separately, but like rotation can't use matrix description, look from the matrix rotation is a combination of scaling and trimming, and also don't see how much you want to turn around,

CodePudding user response:

refer to the second floor bluewanderer response:
general should separate processing, rotation and like to use matrix description, look from the matrix rotation is a combination of scaling and trimming, and also don't see how much you want to turn around,


Rotation matrix can be used to describe the ah,

The cosine of theta 0 sine theta 0
1 0 0 0
? Sine theta zero cosine theta 0
0 0 0 1

This is it

CodePudding user response:

reference WJN92 reply: 3/f
Quote: refer to the second floor bluewanderer response:

Generally handled separately, but like rotation can't use matrix description, look from the matrix rotation is a combination of scaling and trimming, and also don't see how much you want to turn around,


Rotation matrix can be used to describe the ah,

The cosine of theta 0 sine theta 0
1 0 0 0
? Sine theta zero cosine theta 0
0 0 0 1

Just like

Such as... The most obvious question: how would you describe to turn in circles?

CodePudding user response:

reference 4 floor bluewanderer response:
Quote: reference WJN92 reply: 3/f

Quote: refer to the second floor bluewanderer response:

Generally handled separately, but like rotation can't use matrix description, look from the matrix rotation is a combination of scaling and trimming, and also don't see how much you want to turn around,


Rotation matrix can be used to describe the ah,

The cosine of theta 0 sine theta 0
1 0 0 0
? Sine theta zero cosine theta 0
0 0 0 1

Just like

Such as... The most obvious question: how would you describe to turn in circles?


This certainly is linear

CodePudding user response:

reference 5 floor WJN92 reply:
Quote: refer to 4th floor bluewanderer response:

Quote: refer to the third floor WJN92 response:

Quote: refer to the second floor bluewanderer response:

Generally handled separately, but like rotation can't use matrix description, look from the matrix rotation is a combination of scaling and trimming, and also don't see how much you want to turn around,


Rotation matrix can be used to describe the ah,

The cosine of theta 0 sine theta 0
1 0 0 0
? Sine theta zero cosine theta 0
0 0 0 1

Just like

Such as... The most obvious question: how would you describe to turn in circles?


This certainly is linear

Don't take it for granted...
I said the initial state is
1 0 0 0
1 0 0 0
1 0 0 0
0 0 0 1
End state is
1 0 0 0
0-1 0 0
0 0 0-1
0 0 0 1
What is direct linear excessive effect? I tell you I want to turn clockwise ten laps and a half?

CodePudding user response:

Calculus...

CodePudding user response:

Matrix might be rotation, scaling, shearing, etc that you consider too complicated

In a simple object space position of two mobile as an example considering moving and rotating, this kind of circumstance in the fourth row of homogeneous transformation matrix keep unchanged 0 0 0 1

Mobile interpolation between two points, the attitude of the original position and rotation will 3 x3 matrix into a Quaternion Quaternion and mobile synchronous interpolation abbreviated as slerp

Zoom design changes the fourth row, the fourth column of Numbers, as well as processing, trimming is not clear

CodePudding user response:

Sorry, the new computer, pinyin input method has not been training well

CodePudding user response:

refer to the eighth floor victor_woo response:
matrix might be rotation, scaling, shearing, etc that you consider too complicated

In a simple object space position of two mobile as an example considering moving and rotating, this kind of circumstance in the fourth row of homogeneous transformation matrix keep unchanged 0 0 0 1

Mobile interpolation between two points, the attitude of the original position and rotation will 3 x3 matrix into a Quaternion Quaternion and mobile synchronous interpolation abbreviated as slerp

Zoom design changes the fourth row, the fourth column of Numbers, as well as processing, trimming is unclear how


I was thinking, in fact, in the geometry, 4 x4 matrix only describes the three axis and the origin,
First: first ruled out matrix to scaling, extracted from the matrix of each axis length scale, the other processing
Second: continue to use linear interpolation and the length of each shaft unchanged
Third: reprocessing scaling

CodePudding user response:

references to the tenth floor WJN92 response:
Quote: refer to the eighth floor victor_woo response:

Matrix might be rotation, scaling, shearing, etc that you consider too complicated

In a simple object space position of two mobile as an example considering moving and rotating, this kind of circumstance in the fourth row of homogeneous transformation matrix keep unchanged 0 0 0 1

Mobile interpolation between two points, the attitude of the original position and rotation will 3 x3 matrix into a Quaternion Quaternion and mobile synchronous interpolation abbreviated as slerp

Zoom design changes the fourth row, the fourth column of Numbers, as well as processing, trimming is unclear how


I was thinking, in fact, in the geometry, 4 x4 matrix only describes the three axis and the origin,
First: first ruled out matrix to scaling, extracted from the matrix of each axis length scale, the other processing
Second: continue to use linear interpolation and the length of each shaft unchanged
Third: reprocessing zoom


The last element values are the overall Scale, to deal with each to deformation, might be more easy to change the model itself, such as X to enlarge a times, will display all point X coordinate value multiplied by 2
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