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  2. Homogeneous coordinates - Wikipedia

    en.wikipedia.org/wiki/Homogeneous_coordinates

    If homogeneous coordinates of a point are multiplied by a non-zero scalar then the resulting coordinates represent the same point. Since homogeneous coordinates are also given to points at infinity, the number of coordinates required to allow this extension is one more than the dimension of the projective space being considered. For example ...

  3. Transformation matrix - Wikipedia

    en.wikipedia.org/wiki/Transformation_matrix

    Although a translation is a non-linear transformation in a 2-D or 3-D Euclidean space described by Cartesian coordinates (i.e. it can't be combined with other transformations while preserving commutativity and other properties), it becomes, in a 3-D or 4-D projective space described by homogeneous coordinates, a simple linear transformation (a ...

  4. Duality (projective geometry) - Wikipedia

    en.wikipedia.org/wiki/Duality_(projective_geometry)

    Switching to homogeneous coordinates using the embedding (a, b) ↦ (a, b, 1), the extension to the real projective plane is obtained by permitting the last coordinate to be 0. Recalling that point coordinates are written as column vectors and line coordinates as row vectors, we may express this polarity by:

  5. Plücker coordinates - Wikipedia

    en.wikipedia.org/wiki/Plücker_coordinates

    Alternatively, a line can be described as the intersection of two planes. Let L be a line contained in distinct planes a and b with homogeneous coefficients (a 0 : a 1 : a 2 : a 3) and (b 0 : b 1 : b 2 : b 3), respectively. (The first plane equation is =, for example.) The dual Plücker coordinate p ij is

  6. Line–line intersection - Wikipedia

    en.wikipedia.org/wiki/Line–line_intersection

    The mapping from 3D to 2D coordinates is (x′, y′) = (⁠ x / w ⁠, ⁠ y / w ⁠). We can convert 2D points to homogeneous coordinates by defining them as (x, y, 1). Assume that we want to find intersection of two infinite lines in 2-dimensional space, defined as a 1 x + b 1 y + c 1 = 0 and a 2 x + b 2 y + c 2 = 0.

  7. Trilinear coordinates - Wikipedia

    en.wikipedia.org/wiki/Trilinear_coordinates

    Trilinear coordinates are an example of homogeneous coordinates. The ratio x : y is the ratio of the perpendicular distances from the point to the sides (extended if necessary) opposite vertices A and B respectively; the ratio y : z is the ratio of the perpendicular distances from the point to the sidelines opposite vertices B and C ...

  8. 2D computer graphics - Wikipedia

    en.wikipedia.org/wiki/2D_computer_graphics

    Since a translation is an affine transformation but not a linear transformation, homogeneous coordinates are normally used to represent the translation operator by a matrix and thus to make it linear. Thus we write the 3-dimensional vector w = (w x, w y, w z) using 4 homogeneous coordinates as w = (w x, w y, w z, 1). [1]

  9. 4D vector - Wikipedia

    en.wikipedia.org/wiki/4D_vector

    In computer science, a 4D vector is a 4-component vector data type.Uses include homogeneous coordinates for 3-dimensional space in computer graphics, and red green blue alpha values for bitmap images with a color and alpha channel (as such they are widely used in computer graphics).