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4. Section 2.2

The document discusses the concepts of position and orientation in 3D space, focusing on points, poses, and homogeneous transformation matrices. It explains the differences between points and vectors, the representation of poses in 3D, and the use of rotation matrices for transformations. Additionally, it covers the non-commutative nature of rotations and the application of homogeneous matrices in representing transformations between multiple frames.

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0% found this document useful (0 votes)
6 views25 pages

4. Section 2.2

The document discusses the concepts of position and orientation in 3D space, focusing on points, poses, and homogeneous transformation matrices. It explains the differences between points and vectors, the representation of poses in 3D, and the use of rotation matrices for transformations. Additionally, it covers the non-commutative nature of rotations and the application of homogeneous matrices in representing transformations between multiple frames.

Uploaded by

Akhilesh S
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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19CSE455-ARTIFICIAL INTELLIGENCE

AND ROBOTICS

POSITION AND ORIENTATION IN


3D
A A NIPPUN KUMAAR
DEPARTMENT OF CSE
AMRITA SCHOOL OF ENGINEERING, BANGALORE
PREVIOUSLY
▸ Point in 2D

▸ Object in 2D

▸ Pose in 2D

▸ Homogeneous Transformation Matrix for 2D

2
THIS SESSION…
▸ Point in 3D

▸ Pose in 3D

▸ Homogeneous Transformation Matrix for 3D

3
POINT IN 3D
Cartesian Coordinate System
z

O x

Counter Clockwise
4
POINT IN 3D
z

O x
Right-hand rule

In 2D frame Z is hidden
5
POINT IN 3D
z
P
P = (a, b, c)
y

c b

O a x

6
POINT AS VECTOR
z
BOUND P
a
[c]
VECTORS
c y p= b
p

O a x

7
POINT AS VECTOR
z
P
a
[c]
y p= b
p
c
ẑ b

O a x̂ x
p = a x ̂ + bŷ + cz ̂

8
POINTS AND VECTORS
▸ Points

▸ Define a location

▸ Cannot add or multiply

▸ Vectors

▸ Do not define a location

▸ Specify how to get from one location to another

▸ Can add & Subtract vectors

▸ Can multiply a vector by a scalar

▸ Difference between two points is a vector

▸ A point is defined by a vector displacement from another point

9
POSE IN 3D
▸ Pose of a coordinate frame can be
zb
described with respect to another
coordinate frame

A
ξB
za

xb yb
Pose of frame B with respect to frame A ya
A
ξB
Pose has:

3 Translational component

3 Rotational component {A} xa


10
ROTATION ABOUT AN AXIS

Right-hand rule 11
ROTATION ABOUT AN AXIS

Right-hand rule

In 2D, rotation is about hidden Z axis


12
RELATIVE POSE IN 3D
zb
A A B
Bp
P p = ξB . p
{B} “ . ” transforms vector from one
za frame to another
Ap

xb yb
ya
A
ξB

{A} xa
13
RECAP - ROTATION IN 2D
yA
xB̂ = cosθx + sinθ y yB

yB̂ = − sinθx + cosθ yÂ


P xB
Ay

(Ay) ( sinθ cosθ ) (By)


Ax cosθ −sinθ Bx cosθ Ap B
= p
Bx sinθ
By θ
−sinθ{A} {B} Ax cosθ xA

Each Column is a vector or new axis after rotation

14
RELATIVE POSE IN 3D
ROTATIONAL MATRIX
za Ax Bx
P r11 r12 r13
Ay = r21 r22 r23 By
Ap
ya Az r31 r32 r33 Bz
Bp
zb NEW
X-AXIS
NEW
Y-AXIS
NEW
Z-AXIS

Transforms vectors from frame {B} to frame {A}

{B}
{A} xa

xb yb
15
ROTATION MATRIX
r11 r12 r13
za A
RB = r21 r22 r23
P r31 r32 r33

Ap
ya ▸ An orthogonal matrix
Bp
zb ▸ Each column is a unit vector

▸ Each column is orthogonal


to all other columns
{B}
{A} xa ▸ The inverse is the same as
the transpose

xb yb ▸ Determinant is +1

16
ELEMENTARY ROTATION MATRICES
1 0 0
Rx(θ) = 0 cosθ −sinθ
0 sinθ cosθ

cosθ 0 sinθ
Ry(θ) = 0 1 0
−sinθ 0 cosθ

cosθ −sinθ 0
Rz(θ) = sinθ cosθ 0
0 0 1

17
ROTATION ARE NON COMMUTATIVE

18
ROTATION AND TRANSLATION IN 3D
zb
P
{B} Bp

za

xb yb
ya

{A} xa
19
ROTATION AND TRANSLATION IN 3D
zb yb
VP = VRBBp
vp P
Ap = Atv + vp {V} | | {A}
{V} Bp
xb
za
Ap

A Ap = Atv + VRBBp
tV

ya Ap = AtB + ARBBp

{A} xa
20
HOMOGENEOUS MATRIX
zb
Ap = AtB + ARBBp

Ax A
r11 r12 r13 Bx xB
{B} Ay = r21 r22 r23 By + A
yB
za r31 r32 r33
Az Bz A
zB
A
ξB Ax r11 r12 r13 A
xB
Bx
xb yb Ay = r21 r22 r23 A
yB
By
ya Bz
Az r31 r32 r33 A
zB
1
A
Ax r11 r12 r13 xB Bx
Ay r21 r22 r23 A
yB By
=
xa Az r31 r32 r33 A
zB Bz
{A}
1 0 0 0 1 1
21
HOMOGENEOUS MATRIX
(0,0,0 1)
zb A A
RB tB B
Ap̃ = p̃
Homogeneous Homogeneous
{B} Vector Homogeneous Vector
za transform

A B
A Ap̃ = TB p̃
ξB
xb yb
ya

(0,0,0 1)
A A
A RB tB
TB =

xa A A
{A} ξB = TB
22
MULTIPLE FRAMES

23
MULTIPLE FRAMES

Pose Graph

F F C R
TR = TB . TB . TC
F F B C
TR = TB . TC . TR
B
TC = (CTB)−1 CTR = (RTC)−1
24
THANK YOU !!!
25

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