I have a Graphics3D object. I want to export it as a bitmap, and to calculate the bitmap-pixel coordinates of certain 3D points.
Mathematica obviously does a projection from 3D objects to 2D pixel coordinates when it draws the 3D graphic. How can I find out what this projection is?
I'd rather avoid doing lots of tricky geometrical calculations based on ViewVector and ViewAngle and ImageSize and BoundingBox. Is there a shortcut?
Damon.
You could GeometricTransform
using the option "Transformation" -> "Perspective"
. Suppose your projected chess board looks something like this
img = Image@
Plot3D[0, {x, -1, 1}, {y, -1, 1}, Mesh -> 7,
MeshShading -> {{Black, White}, {White, Black}}, Boxed -> False,
AxesEdge -> {{-1, -1}, {-1, -1}, None}, AxesOrigin -> {-1, -1, 0}]
To find the projection you will need the coordinates of at least 4 control points in img
for which you know the {x,y}-coordinates. There probably are methods to have Mathematica find these coordinates automatically but you can select them manually by right-clicking on img
and choosing "Get Coordinates". Click on the control points of your choice (in this case I chose the 4 corners of the chessboard) and copy/paste their coordinates to a new line. You should get something like
controls = {{13.5`, 151.5`}, {235.5`, 68.5`},
{332.5`, 206.5`}, {139.5`, 262.5`}};
The projection function and matrix then become
transform = FindGeometricTransform[controls,
{{0, 0}, {8, 0}, {8, 8}, {0, 8}},
"Transformation" -> "Perspective"][[2]]
transfMat = TranformationMatrix[transform]
Note that I chose the chessboard to be an 8x8 square centred at {4,4}, but you can choose any square.
A point {x,y} on the chessboard will now correspond to the point in img
with pixel coordinates transform[{x,y}]
or, using the projection matrix, (transfMat[[{1,2}]].{x,y,1})/(transfMat[[3]].{x,y,1})
. So for example, to put a marker on D6, which would be at position {x,y}={4-1/2,6-1/2} in my 8x8 square, you could do something like
ImageCompose[img, Image[BoxMatrix[2]], Round[transform[{4 - 1/2, 6 - 1/2}]]]
When you render your Graphics3D object, you can specify the ViewMatrix option. You can set the transformation (such as a rotation) and then the projection.
This way you can use your explicit knowledge of the projection used to calculate the correct planar coordinates.
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