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仿射变换与透视变换

發(fā)布時(shí)間:2023/11/27 生活经验 32 豆豆
生活随笔 收集整理的這篇文章主要介紹了 仿射变换与透视变换 小編覺得挺不錯(cuò)的,現(xiàn)在分享給大家,幫大家做個(gè)參考.

仿射變換保證物體形狀的“平直性”和“平行性”。透視變換不能保證物體形狀的“平行性”。仿射變換是透視變換的特殊形式。

將透視變換寫成3*3矩陣形式,即為M;

以下面這張圖為例,實(shí)現(xiàn)仿射變換,包括旋轉(zhuǎn),平移,縮放,剪切,以圖像中心為變換中心;

仿射變換

旋轉(zhuǎn)(逆時(shí)針旋轉(zhuǎn)30度)

Mat M=Mat::eye(3,3, CV_32FC1);
float alpha=PI/6;
float tx=0;
float ty=0;
float scale=1;

M.at<float>(0, 0) = cos(alpha);
M.at<float>(0, 1) = sin(alpha);
M.at<float>(0, 2) = (1-cos(alpha))*center.x - sin(alpha)* center.y;
M.at<float>(1, 0) = -sin(alpha);
M.at<float>(1, 1) = cos(alpha);
M.at<float>(1, 2) = sin(alpha)* center.x +(1-cos(alpha))*center.y;
M.at<float>(2, 0) = 0;
M.at<float>(2, 1) = 0;
M.at<float>(2, 2) = 1;

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平移(水平和垂直方向各向右平移20個(gè)像素)

 Mat M=Mat::eye(3,3, CV_32FC1);float alpha=0;float tx=20;float ty=20;float scale=0;M.at<float>(0, 0) = cos(alpha);M.at<float>(0, 1) = sin(alpha);M.at<float>(0, 2) = (1-cos(alpha))*center.x - sin(alpha)* center.y + tx;M.at<float>(1, 0) = -sin(alpha);M.at<float>(1, 1) = cos(alpha);M.at<float>(1, 2) = sin(alpha)* center.x +(1-cos(alpha))*center.y + ty;M.at<float>(2, 0) = 0;M.at<float>(2, 1) = 0;M.at<float>(2, 2) = 1;

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縮放(圖像縮小1/2)

Mat M=Mat::eye(3,3, CV_32FC1);float alpha=0;float tx=0;float ty=0;float scale=0.5;M.at<float>(0, 0) = cos(alpha) * scale;M.at<float>(0, 1) = sin(alpha) * scale;M.at<float>(0, 2) = (1-cos(alpha)* scale)*center.x - sin(alpha)* center.y* scale + tx;M.at<float>(1, 0) = -sin(alpha) * scale;M.at<float>(1, 1) = cos(alpha)* scale;M.at<float>(1, 2) = sin(alpha)* center.x* scale +(1-cos(alpha)* scale)*center.y + ty;M.at<float>(2, 0) = 0;M.at<float>(2, 1) = 0;M.at<float>(2, 2) = 1;

錯(cuò)切變換(剪切變換):

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Mat M=Mat::eye(3,3, CV_32FC1);float alpha=PI/12;float tx=0;float ty=0;float scale=1;M.at<float>(0, 0) = 1;M.at<float>(0, 1) = sin(alpha);M.at<float>(0, 2) = (1-cos(alpha))*center.x - sin(alpha)* center.y;M.at<float>(1, 0) = 0;M.at<float>(1, 1) = 1;M.at<float>(1, 2) = sin(alpha)* center.x +(1-cos(alpha))*center.y;M.at<float>(2, 0) = 0;M.at<float>(2, 1) = 0;M.at<float>(2, 2) = 1;

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透視變換(透視變換不保證平行性)

Mat M=Mat::eye(3,3, CV_32FC1);float alpha=0;float tx=0;float ty=0;float scale=1;M.at<float>(0, 0) = cos(alpha);M.at<float>(0, 1) = sin(alpha);M.at<float>(0, 2) =(1-cos(alpha))*center.x - sin(alpha)* center.y + tx;M.at<float>(1, 0) = -sin(alpha);M.at<float>(1, 1) = cos(alpha);M.at<float>(1, 2) =sin(alpha)* center.x +(1-cos(alpha))*center.y + ty;M.at<float>(2, 0) = 0.001;M.at<float>(2, 1) = 0.001;M.at<float>(2, 2) = 1;

上述操作使用同一個(gè)opencv接口函數(shù):warpPerspective(srcImg, dstImg, M, Size(width, height));

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轉(zhuǎn)載于:https://www.cnblogs.com/riddick/p/7398311.html

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