With homogeneous coordinates any number and type of elementary transformation stored in its own matrix can be combined in any order by matrix-matrix multiplication resulting in a single transformation matrix. Note that separate affine matrices may store individual transformations. Homogeneous coordinates (4-element vectors and 4x4 matrices) are necessary to allow treating translation transformations (values in 4th column) in the same way as any other (scale, rotation, shear) transformation (values in upper-left 3x3 matrix), which is not possible with 3 coordinate points and 3-row matrices. in OpenGL, but this is not needed for the spatial transformations needed in neuroimaging). Note that for an affine transformation matrix, the final row of the matrix is always (0 0 0 1) leaving 12 parameters in the upper 3 by 4 matrix that are used to store combinations of translations, rotations, scales and shears (the values in row 4 can be used for implementing perspective viewing transformations, used e.g. We next consider the nature of elementary 3D transformations and how to compose them into a single affine transformation matrix. and the sum of these four scalar-vector products results in the output vector x'. Performing the matrix-vector product multiplies each column vector of matrix M with the corresponding value (x, y, z, 1) of column vector x. The transformation of the point x to point x' is thus written as x ' = Mx or:įor vectors the value in row 4 would be 0 instead of 1 removing the translation operation by multiplying the 4th vector of matrix M by 0. Points and vectors are both represented as mathematical column vectors (column-matrix representation scheme, see note below) in homogeneous coordinates with the difference that points have a 1 in the fourth position whereas vectors have a zero at this position, which removes translation operations (4th column) for vectors. Vectors have a direction and magnitude whereas points are positions specified by 3 coordinates with respect to the origin and three base vectors i, j and k that are stored in the first three columns. The 4 by 4 transformation matrix uses homogeneous coordinates, which allow to distinguish between points and vectors. The transformation T() of point x to point y is obtained by performing the matrix-vector multiplication Mx: When used as a coordinate system, the upper-left 3 x 3 sub-matrix represents an orientation in space while the last column vector represents a position in space. The last column of the matrix represents a translation (blue rectangle on right side). The upper-left 3 × 3 sub-matrix of the matrix shown above (blue rectangle on left side) represents a rotation transform, byt may also include scales and shears. Such a 4 by 4 matrix M corresponds to a affine transformation T() that transforms point (or vector) x to point (or vector) y. 3D Affine Transformation MatricesĪny combination of translation, rotations, scalings/reflections and shears can be combined in a single 4 by 4 affine transformation matrix: " M"), whereas scalars are written in italics (e.g. In the equations used in this chapter, variables representing vectors and matrices are written in bold font (e.g. The presented information is aimed towards advanced users who want to understand how position and orientation information is stored in matrices and how to convert transformation results from and to third party (neuroimaging) software. It will be described how sub-transformations such as scale, rotation and translation are properly combined in a single transformation matrix as well as how such a matrix is properly decomposed into elementary transformations that are useful e.g. This topic aims to provide knowledge about spatial transformations in general and how they are implemented in BrainVoyager, which is important to understand subsequent topics about coordinate systems used in BrainVoyager and relevant neuroimaging file formats. The topic describes how affine spatial transformation matrices are used to represent the orientation and position of a coordinate system within a "world" coordinate system and how spatial transformation matrices can be used to map from one coordinate system to another one. BrainVoyager v23.0 Spatial Transformation Matrices
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