'Calculate a 2D homogeneous perspective transformation matrix from 4 points in MATLAB
I've got coordinates of 4 points in 2D that form a rectangle and their coordinates after a perspective transformation has been applied.
The perspective transformation is calculated in homogeneous coordinates and defined by a 3x3 matrix M
. If the matrix is not known, how can I calculate it from the given points?
The calculation for one point would be:
| M11 M12 M13 | | P1.x | | w*P1'.x |
| M21 M22 M23 | * | P1.y | = | w*P1'.y |
| M31 M32 M33 | | 1 | | w*1 |
To calculate all points simultaneously I write them together in one matrix A
and analogously for the transformed points in a matrix B
:
| P1.x P2.x P3.x P4.x |
A = | P1.y P2.y P3.y P4.y |
| 1 1 1 1 |
So the equation is M*A=B
and this can be solved for M
in MATLAB by M = B/A
or M = (A'\B')'
.
But it's not that easy. I know the coordinates of the points after transformation, but I don't know the exact B
, because there is the factor w
and it's not necessary 1 after a homogeneous transformation. Cause in homogeneous coordinates every multiple of a vector is the same point and I don't know which multiple I'll get.
To take account of these unknown factors I write the equation as M*A=B*W
where W
is a diagonal matrix with the factors w1...w4 for every point in B
on the diagonal. So A
and B
are now completely known and I have to solve this equation for M
and W
.
If I could rearrange the equation into the form x*A=B
or A*x=B
where x
would be something like M*W
I could solve it and knowing the solution for M*W
would maybe be enough already. However despite trying every possible rearrangement I didn't managed to do so. Until it hit me that encapsulating (M*W)
would not be possible, since one is a 3x3 matrix and the other a 4x4 matrix. And here I'm stuck.
Also M*A=B*W
does not have a single solution for M
, because every multiple of M
is the same transformation. Writing this as a system of linear equations one could simply fix one of the entries of M
to get a single solution. Furthermore there might be inputs that have no solution for M
at all, but let's not worry about this for now.
What I'm actually trying to achieve is some kind of vector graphics editing program where the user can drag the corners of a shape's bounding box to transform it, while internally the transformation matrix is calculated.
And actually I need this in JavaScript, but if I can't even solve this in MATLAB I'm completely stuck.
Solution 1:[1]
Should have been an easy question. So how do I get M*A=B*W
into a solvable form? It's just matrix multiplications, so we can write this as a system of linear equations. You know like: M11*A11 + M12*A21 + M13*A31 = B11*W11 + B12*W21 + B13*W31 + B14*W41
. And every system of linear equations can be written in the form Ax=b
, or to avoid confusion with already used variables in my question: N*x=y
. That's all.
An example according to my question: I generate some input data with a known M
and W
:
M = [
1 2 3;
4 5 6;
7 8 1
];
A = [
0 0 1 1;
0 1 0 1;
1 1 1 1
];
W = [
4 0 0 0;
0 3 0 0;
0 0 2 0;
0 0 0 1
];
B = M*A*(W^-1);
Then I forget about M
and W
. Meaning I now have 13 variables I'm looking to solve. I rewrite M*A=B*W
into a system of linear equations, and from there into the form N*x=y
. In N
every column has the factors for one variable:
N = [
A(1,1) A(2,1) A(3,1) 0 0 0 0 0 0 -B(1,1) 0 0 0;
0 0 0 A(1,1) A(2,1) A(3,1) 0 0 0 -B(2,1) 0 0 0;
0 0 0 0 0 0 A(1,1) A(2,1) A(3,1) -B(3,1) 0 0 0;
A(1,2) A(2,2) A(3,2) 0 0 0 0 0 0 0 -B(1,2) 0 0;
0 0 0 A(1,2) A(2,2) A(3,2) 0 0 0 0 -B(2,2) 0 0;
0 0 0 0 0 0 A(1,2) A(2,2) A(3,2) 0 -B(3,2) 0 0;
A(1,3) A(2,3) A(3,3) 0 0 0 0 0 0 0 0 -B(1,3) 0;
0 0 0 A(1,3) A(2,3) A(3,3) 0 0 0 0 0 -B(2,3) 0;
0 0 0 0 0 0 A(1,3) A(2,3) A(3,3) 0 0 -B(3,3) 0;
A(1,4) A(2,4) A(3,4) 0 0 0 0 0 0 0 0 0 -B(1,4);
0 0 0 A(1,4) A(2,4) A(3,4) 0 0 0 0 0 0 -B(2,4);
0 0 0 0 0 0 A(1,4) A(2,4) A(3,4) 0 0 0 -B(3,4);
0 0 0 0 0 0 0 0 1 0 0 0 0
];
And y
is:
y = [ 0; 0; 0; 0; 0; 0; 0; 0; 0; 0; 0; 0; 1 ];
Notice the equation described by the last row in N
whose solution is 1 according to y
. That's what I mentioned in my question, you have to fix one of the entries of M
to get a single solution. (We can do this because every multiple of M
is the same transformation.) And with this equation I'm saying M33 should be 1.
We solve this for x
:
x = N\y
and get:
x = [ 1.00000; 2.00000; 3.00000; 4.00000; 5.00000; 6.00000; 7.00000; 8.00000; 1.00000; 4.00000; 3.00000; 2.00000; 1.00000 ]
which are the solutions for [ M11, M12, M13, M21, M22, M23, M31, M32, M33, w1, w2, w3, w4 ]
W
is not needed after M
has been calculated. For a generic point (x, y)
, the corresponding w
is calculated while solving x'
and y'
.
| M11 M12 M13 | | x | | w * x' |
| M21 M22 M23 | * | y | = | w * y' |
| M31 M32 M33 | | 1 | | w * 1 |
When solving this in JavaScript I could use the Numeric JavaScript library which has the needed function solve to solve Ax=b.
Solution 2:[2]
OpenCV has a neat function that does this called getPerspectiveTransform. The source code for this function is available on github with this description:
/* Calculates coefficients of perspective transformation
* which maps (xi,yi) to (ui,vi), (i=1,2,3,4):
*
* c00*xi + c01*yi + c02
* ui = ---------------------
* c20*xi + c21*yi + c22
*
* c10*xi + c11*yi + c12
* vi = ---------------------
* c20*xi + c21*yi + c22
*
* Coefficients are calculated by solving linear system:
* / x0 y0 1 0 0 0 -x0*u0 -y0*u0 \ /c00\ /u0\
* | x1 y1 1 0 0 0 -x1*u1 -y1*u1 | |c01| |u1|
* | x2 y2 1 0 0 0 -x2*u2 -y2*u2 | |c02| |u2|
* | x3 y3 1 0 0 0 -x3*u3 -y3*u3 |.|c10|=|u3|,
* | 0 0 0 x0 y0 1 -x0*v0 -y0*v0 | |c11| |v0|
* | 0 0 0 x1 y1 1 -x1*v1 -y1*v1 | |c12| |v1|
* | 0 0 0 x2 y2 1 -x2*v2 -y2*v2 | |c20| |v2|
* \ 0 0 0 x3 y3 1 -x3*v3 -y3*v3 / \c21/ \v3/
*
* where:
* cij - matrix coefficients, c22 = 1
*/
This system of equations is smaller as it avoids solving for W
and M33
(called c22
by OpenCV). So how does it work? The linear system can be recreated by the following steps:
Start with the equation for one point:
| c00 c01 c02 | | xi | | w*ui |
| c10 c11 c12 | * | yi | = | w*vi |
| c20 c21 c22 | | 1 | | w*1 |
Convert this to a system of equations, solve ui
and vi
, and eliminate w
. You get the formulas for projection transformation:
c00*xi + c01*yi + c02
ui = ---------------------
c20*xi + c21*yi + c22
c10*xi + c11*yi + c12
vi = ---------------------
c20*xi + c21*yi + c22
Multiply both sides with the denominator:
(c20*xi + c21*yi + c22) * ui = c00*xi + c01*yi + c02
(c20*xi + c21*yi + c22) * vi = c10*xi + c11*yi + c12
Distribute ui
and vi
:
c20*xi*ui + c21*yi*ui + c22*ui = c00*xi + c01*yi + c02
c20*xi*vi + c21*yi*vi + c22*vi = c10*xi + c11*yi + c12
Assume c22 = 1
:
c20*xi*ui + c21*yi*ui + ui = c00*xi + c01*yi + c02
c20*xi*vi + c21*yi*vi + vi = c10*xi + c11*yi + c12
Collect all cij
on the left hand side:
c00*xi + c01*yi + c02 - c20*xi*ui - c21*yi*ui = ui
c10*xi + c11*yi + c12 - c20*xi*vi - c21*yi*vi = vi
And finally convert to matrix form for four pairs of points:
/ x0 y0 1 0 0 0 -x0*u0 -y0*u0 \ /c00\ /u0\
| x1 y1 1 0 0 0 -x1*u1 -y1*u1 | |c01| |u1|
| x2 y2 1 0 0 0 -x2*u2 -y2*u2 | |c02| |u2|
| x3 y3 1 0 0 0 -x3*u3 -y3*u3 |.|c10|=|u3|
| 0 0 0 x0 y0 1 -x0*v0 -y0*v0 | |c11| |v0|
| 0 0 0 x1 y1 1 -x1*v1 -y1*v1 | |c12| |v1|
| 0 0 0 x2 y2 1 -x2*v2 -y2*v2 | |c20| |v2|
\ 0 0 0 x3 y3 1 -x3*v3 -y3*v3 / \c21/ \v3/
This is now in the form of Ax=b
and the solution can be obtained with x = A\b
. Remember that c22 = 1
.
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
Solution | Source |
---|---|
Solution 1 | VLL |
Solution 2 | VLL |