如何从投影正方形估算立方体角点?求(0,0,1)投影坐标
Alright, let's break down how to derive the projected image coordinates for the cube corner (0,0,1) using the given projections of the z=0 unit square.
Step 1: Understand the Homogeneous Projection Matrix
We're working with a 3×4 homogeneous transformation matrix that maps 3D points (in homogeneous coordinates (x,y,z,1)) to 2D image points (in homogeneous coordinates (u',v',w')):
[u'] [a b c d] [x] [v'] = [e f g h] [y] [w'] [i j k 1] [z] [1]
The actual image coordinates (u,v) are calculated as (u'/w', v'/w')—we divide by the third component to convert from homogeneous to Cartesian coordinates.
Step 2: Derive Known Matrix Elements from the Z=0 Square Points
Using the four given projections of the unit square lying on the z=0 plane, we can solve for some of the matrix elements directly:
- For the origin point
(0,0,0)which projects to(u₀₀₀, v₀₀₀):
Substituting into the matrix givesu' = d,v' = h,w' = 1. Sinceu₀₀₀ = d/1andv₀₀₀ = h/1, we immediately get:d = u₀₀₀andh = v₀₀₀. - For the point
(1,0,0)which projects to(u₁₀₀, v₁₀₀):
We haveu' = a + dandw' = i + 1. Rearranging the projection equationu₁₀₀ = (a + u₀₀₀)/(i+1)gives:a = u₁₀₀*(i+1) - u₀₀₀
Applying the same logic to the v-coordinate gives:e = v₁₀₀*(i+1) - v₀₀₀ - For the point
(0,1,0)which projects to(u₀₁₀, v₀₁₀):
Following the same steps as above:b = u₀₁₀*(j+1) - u₀₀₀f = v₀₁₀*(j+1) - v₀₀₀
Step 3: Solve for i and j Using the (1,1,0) Point
The fourth square point (1,1,0) projects to (u₁₁₀, v₁₁₀). Substitute the derived expressions for a, b, and d into the u-coordinate projection equation:
u₁₁₀ = (a + b + d) / (i + j + 1)
Replacing a, b, d and simplifying the right-hand side gives us a linear equation in terms of i and j:
i*(u₁₁₀ - u₁₀₀) + j*(u₁₁₀ - u₀₁₀) = u₁₀₀ + u₀₁₀ - u₀₀₀ - u₁₁₀ --- (1)
Repeating this process for the v-coordinate yields a second linear equation:
i*(v₁₁₀ - v₁₀₀) + j*(v₁₁₀ - v₀₁₀) = v₁₀₀ + v₀₁₀ - v₀₀₀ - v₁₁₀ --- (2)
You can solve this system of two linear equations to find i and j entirely using the eight given projection parameters (u₀₀₀, v₀₀₀, u₁₀₀, v₁₀₀, u₀₁₀, v₀₁₀, u₁₁₀, v₁₁₀).
Step 4: Express the (0,0,1) Projection Coordinates
Now, let's compute the projection for the cube corner (0,0,1). Substitute this point into the transformation matrix:
u' = c*1 + d = c + u₀₀₀ v' = g*1 + h = g + v₀₀₀ w' = k*1 + 1 = k + 1
The projected image coordinates are:
u₀₀₁ = (c + u₀₀₀) / (k + 1) v₀₀₁ = (g + v₀₀₀) / (k + 1)
As noted in the problem statement, we cannot uniquely solve for c, g, or k without additional data about points along the Z-axis (like another cube corner's projection). However, we can rewrite these equations using relative depth parameters to make them more usable:
Let r = 1/(k+1) (a scaling factor related to the depth of the Z=1 plane) and s = c*r, t = g*r. Then:
u₀₀₁ = s + u₀₀₀*r v₀₀₁ = t + v₀₀₀*r
If you have extra constraints (e.g., knowing the cube is axis-aligned with unit depth), you could further refine these equations. But with only the Z=0 square projections, s, t, and r remain free parameters that depend on the camera's position and orientation relative to the cube.
内容的提问来源于stack exchange,提问作者Darin

