Difference between revisions of "Inverse transformation"
From Robotics
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\end{array}\right] | \end{array}\right] | ||
</math> | </math> | ||
− | + | As stated in the article about [[Homogeneous coordinates|homogeneous coordinates]], multiplication with <math>\mathbf{T}</math> is equivalent to applying the rotation matrix <math>\mathbf{R}</math> first and then translating the coordinates by <math>\vec{\mathbf{p}}</math> in cartesian coordinates:<br/> | |
:<math> | :<math> | ||
\vec{\mathbf{q}}_1= | \vec{\mathbf{q}}_1= | ||
− | \mathbf{T} \cdot \vec{\mathbf{q}}_0 | + | \mathbf{T} \cdot \vec{\mathbf{q}}_0 \equiv |
\mathbf{R}\cdot \vec{\mathbf{q}}_0 + \vec{\mathbf{p}} | \mathbf{R}\cdot \vec{\mathbf{q}}_0 + \vec{\mathbf{p}} | ||
</math> | </math> |
Revision as of 14:10, 17 June 2014
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A general homogeneous transformation matrix for three-dimensional space consists of a 3-by-3 rotation matrix and a 3-by-1 translation vector combined with the last row of the identity matrix:
As stated in the article about homogeneous coordinates, multiplication with is equivalent to applying the rotation matrix first and then translating the coordinates by in cartesian coordinates:
The inverse transformation corresponds to the transformation that reverts the rotation and translation effected by . If a vector is pre-multiplied by and subsequently pre-multiplied by , this results in the original coordinates because and multiplication with the identity matrix does not change anything (see transformations).