Stereo Projections: Background, Mathematics, and Use

The Mathematics of Single Eye Perspective Projections

Towards a Matrix Representation...

The expressions derived on the previous page (x′ = zppx/z and y′ = zppy/z) are rational linear. That is, they are expressed as a quotient of terms that are linear in the coordinates. A rational linear expression such as this cannot be represented as an affine transformation.

What we can do, however, is to embed our original point P in projective space (obtaining PP) and then create a 4x4 matrix M4x4 which, when used to multiply PP, yields a projective space point which is the projective equivalent of the point we want.

Specifically, the point we want is P′ = (x′, y′, zpp) = (zppx/z, zppy/z, zpp), and a point in projective space that is projectively equivalent to this point is PP′ = (zppx, zppy, zppz, z). The matrix operation shown above computes the projectively equivalent point. Interactive graphics engines generally create and employ a matrix like this one and then perform the "perspective divide" to obtain the actual desired perspective-mapped point in affine space.

The matrix actually used is generally not exactly the one shown above, however. The next page describes some additional considerations that lead us to use a slightly modified version of this matrix.


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