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2D computer graphics is the computer-based generation of digital images ... and computer graphics. In 2-dimensional space, a rotation can be simply described ...
Such non-standard orientations are rarely used in mathematics but are common in 2D computer graphics, which often have the origin in the top left corner and the y-axis down the screen or page. [ 2 ] See below for other alternative conventions which may change the sense of the rotation produced by a rotation matrix.
Comparison of the effects of applying 2D affine and perspective transformation matrices on a unit square. Another type of transformation, of importance in 3D computer graphics, is the perspective projection. Whereas parallel projections are used to project points onto the image plane along parallel lines, the perspective projection projects ...
An xy-Cartesian coordinate system rotated through an angle to an x′y′-Cartesian coordinate system In mathematics, a rotation of axes in two dimensions is a mapping from an xy-Cartesian coordinate system to an x′y′-Cartesian coordinate system in which the origin is kept fixed and the x′ and y′ axes are obtained by rotating the x and ...
Homogeneous coordinates are ubiquitous in computer graphics because they allow common vector operations such as translation, rotation, scaling and perspective projection to be represented as a matrix by which the vector is multiplied. By the chain rule, any sequence of such operations can be multiplied out into a single matrix, allowing simple ...
Shear matrices are often used in computer graphics. [4] [5] [6] An algorithm due to Alan W. Paeth uses a sequence of three shear mappings (horizontal, vertical, then horizontal again) to rotate a digital image by an arbitrary angle.
3D visualization of a sphere and a rotation about an Euler axis (^) by an angle of In 3-dimensional space, according to Euler's rotation theorem, any rotation or sequence of rotations of a rigid body or coordinate system about a fixed point is equivalent to a single rotation by a given angle about a fixed axis (called the Euler axis) that runs through the fixed point. [6]
If the images to be rectified are taken from camera pairs without geometric distortion, this calculation can easily be made with a linear transformation.X & Y rotation puts the images on the same plane, scaling makes the image frames be the same size and Z rotation & skew adjustments make the image pixel rows directly line up [citation needed].