Last week I had a question on how to do perspective on images in RealBasic. As the answer is not that easy, I decided to make a blog post on this.

First, let’s look at what actually happens when a rectangle is put into perspective. We have to map the four corners of the picture to four points in the ‘3D’ space as shown in this illustration:

This gives us a framework to map every other point in the picture to its respective point in the 3D world.

The way to do such a mapping is using a technique called *BackwardQuadrilateralTransformation*. Could be the name of something out of Star Trek ðŸ™‚

But this sounds more difficult than it is. The idea of the algorithm is based on homogeneous transformation and its math is described by Paul Heckbert in his

paper. Here is a link for the ones who like to read more on this: http://graphics.cs.cmu.edu/courses/15-463/2008_fall/Papers/proj.pdf

Ready to enter the Matrix? Let’s dive into the code!

First we’ll need a class ABPoint to hold a vector:

x as integer y as integer Sub Constructor(x as integer, y as integer) me.x = x me.y = y End Sub

Me make a module mPerspective that will hold the code to convert a picture from 2D to 3D space.

The main function is ABBackwardQuadrilateralTransformation. As parameters it takes the source picture, a table containing the four destination corners in the ‘3D’ space, if we want interpolation and what the backcolor of the new picture should be.

The four destination points have to be added in a clockwise order. So P0 -> P1 -> P2 -> P3.

The interpolation prameter can be used so the transformation is more smooth, but it also means it takes more time to do the conversion.

Function ABBackwardQuadrilateralTransformation(srcPic as picture, destinationQuadrilateral() as ABPoint, useInterpolation as boolean, FillBackColor as Color) As picture

I’ll go a little more over some parts of this function. The full function can be found in the project at the end of this article.

Getting the bounds of the rectangle. What it simply does is getting the 4 most ubound points within a group of points. In our case we only have four of them but this function could find them even if you have a lot of points.

... 'get bounding rectangle of the quadrilateral GetBoundingRectangle destinationQuadrilateral, minXY, maxXY dim startX as integer = minXY.X dim startY as integer = minXY.Y dim stopX as integer = maxXY.X dim stopY as integer = maxXY.Y ...

Here is the function:

Private Sub GetBoundingRectangle(cloud() as ABPoint, byref minXY as ABPoint, byref maxXY as ABPoint) dim minX as integer = 10e6 dim maxX as integer = -10e6 dim minY as integer = 10e6 dim maxY as integer = -10e6 dim i as integer for i = 0 to UBound(cloud) if cloud(i).x < minX then minX = cloud(i).x if cloud(i).x > maxX then maxX = cloud(i).x if cloud(i).y < minY then minY = cloud(i).y if cloud(i).y > maxY then maxY = cloud(i).y next minXY = new ABPoint(minX, minY) maxXY = new ABPoint(maxX, maxY) End Sub

Next, we’ll need to calculate the transformation matrix. This can be done with the MapQuadToQuad() function and here is where the magic happens. You’ll notice there are two functions named MapQuadToQuad but one of them is just a help function for the other one.

The MapQuadToQuad() function will make our matrix given two rectangles. We also need some help functions to multiply two 3×3 matrixes, to calculate the adjugate of a 3×3 matrix and one to calculate the determinant of a 2×2 matrix.

If this sounds like gibberish to you, I’ll suggest you google around and read some math tutorials. Don’t worry, It’s all very basic.

... 'calculate tranformation matrix dim srcRect(3) as ABPoint srcRect(0) = new ABPoint(0,0) srcRect(1) = new ABPoint(srcWidth -1 ,0) srcRect(2) = new ABPoint(srcWidth - 1, srcHeight - 1) srcRect(3) = new ABPoint(0, srcHeight - 1) dim matrix(2,2) as Double = MapQuadToQuad(destinationQuadrilateral, srcRect) ...

Here is are the functions:

Private Function MapQuadToQuad(input() as ABPoint, output() as ABPoint) As double(,) Dim squareToInput(2,2) as Double = MapQuadToQuad(input) Dim squareToOutput(2,2) as Double = MapQuadToQuad(output) Return MultiplyMatrix(squareToOutput, AdjugateMatrix(squareToInput)) End Function Private Function MapQuadToQuad(Quad() as ABPoint) As double(,) dim sq(2,2) as double dim px, py as Double dim TOLERANCE as double = 1e-13 px = quad(0).X - quad(1).X + quad(2).X - quad(3).X py = quad(0).Y - quad(1).Y + quad(2).Y - quad(3).Y if ( ( px < TOLERANCE ) And ( px > -TOLERANCE ) And ( py < TOLERANCE ) And ( py > -TOLERANCE ) ) then sq(0, 0) = quad(1).X - quad(0).X sq(0, 1) = quad(2).X - quad(1).X sq(0, 2) = quad(0).X sq(1, 0) = quad(1).Y - quad(0).Y sq(1, 1) = quad(2).Y - quad(1).Y sq(1, 2) = quad(0).Y sq(2, 0) = 0.0 sq(2, 1) = 0.0 sq(2, 2) = 1.0 else dim dx1, dx2, dy1, dy2, del as Double dx1 = quad(1).X - quad(2).X dx2 = quad(3).X - quad(2).X dy1 = quad(1).Y - quad(2).Y dy2 = quad(3).Y - quad(2).Y del = Det2( dx1, dx2, dy1, dy2 ) if ( del = 0 ) then return sq end if sq(2, 0) = Det2( px, dx2, py, dy2 ) / del sq(2, 1) = Det2( dx1, px, dy1, py ) / del sq(2, 2) = 1.0 sq(0, 0) = quad(1).X - quad(0).X + sq(2, 0) * quad(1).X sq(0, 1) = quad(3).X - quad(0).X + sq(2, 1) * quad(3).X sq(0, 2) = quad(0).X sq(1, 0) = quad(1).Y - quad(0).Y + sq(2, 0) * quad(1).Y sq(1, 1) = quad(3).Y - quad(0).Y + sq(2, 1) * quad(3).Y sq(1, 2) = quad(0).Y end if return sq End Function Private Function MultiplyMatrix(a(,) as double, b(,) as double) As double(,) ' Multiply two 3x3 matrices dim c (2,2) as Double c(0, 0) = a(0, 0) * b(0, 0) + a(0, 1) * b(1, 0) + a(0, 2) * b(2, 0) c(0, 1) = a(0, 0) * b(0, 1) + a(0, 1) * b(1, 1) + a(0, 2) * b(2, 1) c(0, 2) = a(0, 0) * b(0, 2) + a(0, 1) * b(1, 2) + a(0, 2) * b(2, 2) c(1, 0) = a(1, 0) * b(0, 0) + a(1, 1) * b(1, 0) + a(1, 2) * b(2, 0) c(1, 1) = a(1, 0) * b(0, 1) + a(1, 1) * b(1, 1) + a(1, 2) * b(2, 1) c(1, 2) = a(1, 0) * b(0, 2) + a(1, 1) * b(1, 2) + a(1, 2) * b(2, 2) c(2, 0) = a(2, 0) * b(0, 0) + a(2, 1) * b(1, 0) + a(2, 2) * b(2, 0) c(2, 1) = a(2, 0) * b(0, 1) + a(2, 1) * b(1, 1) + a(2, 2) * b(2, 1) c(2, 2) = a(2, 0) * b(0, 2) + a(2, 1) * b(1, 2) + a(2, 2) * b(2, 2) return c End Function Private Function AdjugateMatrix(a(,) as double) As double(,) ' Calculates adjugate 3x3 matrix dim b(2,2) as double b(0, 0) = Det2( a(1, 1), a(1, 2), a(2, 1), a(2, 2) ) b(1, 0) = Det2( a(1, 2), a(1, 0), a(2, 2), a(2, 0) ) b(2, 0) = Det2( a(1, 0), a(1, 1), a(2, 0), a(2, 1) ) b(0, 1) = Det2( a(2, 1), a(2, 2), a(0, 1), a(0, 2) ) b(1, 1) = Det2( a(2, 2), a(2, 0), a(0, 2), a(0, 0) ) b(2, 1) = Det2( a(2, 0), a(2, 1), a(0, 0), a(0, 1) ) b(0, 2) = Det2( a(0, 1), a(0, 2), a(1, 1), a(1, 2) ) b(1, 2) = Det2( a(0, 2), a(0, 0), a(1, 2), a(1, 0) ) b(2, 2) = Det2( a(0, 0), a(0, 1), a(1, 0), a(1, 1) ) return b End Function Private Function Det2(a as double, b as double, c as double, d as double) As double ' Calculates determinant of a 2x2 matrix return ( a * d - b * c ) End Function

Now we are ready to continue with our main function ABBackwardQuadrilateralTransformation() where we will manipulate the picture.

I worked out the two systems: with and without interpolation.

Basically what it does is map every pixel from the source rectangle to the target rectangle using the matrix we just created. When we use interpolation, we’ll use the pixels around our pixel to calculate a new color that is the mix of all those colors. This smooths the picture a little.

dim x,y as integer dim factor, srcX, srcY as Double dim tgtPic as Picture tgtPic = NewPicture(srcWidth, srcHeight, 32) tgtPic.Graphics.ForeColor = FillBackColor tgtPic.Graphics.FillRect 0,0, srcWidth, srcHeight dim srcRGB, tgtRGB as RGBSurface srcRGB = srcPic.RGBSurface tgtRGB = tgtPic.RGBSurface if useInterpolation then Dim srcWidthM1 as integer = srcWidth - 1 Dim srcHeightM1 as Integer = srcHeight - 1 'coordinates of source points dim dx1, dy1, dx2, dy2 as Double dim sx1, sy1, sx2, sy2 as Integer ' temporary pixels dim p1,p2,p3, p4 as Color dim r, g , b as integer ' for each row for y = startY to stopY 'for each pixel for x = startX to stopX factor = matrix(2, 0) * x + matrix(2, 1) * y + matrix(2, 2) srcX = ( matrix(0, 0) * x + matrix(0, 1) * y + matrix(0, 2) ) / factor srcY = ( matrix(1, 0) * x + matrix(1, 1) * y + matrix(1, 2) ) / factor if srcX >= 0 and srcY >= 0 and srcX< srcWidth and srcY < srcHeight then sx1 = srcX if sx1 = srcWidthM1 then sx2 = sx1 else sx2 = sx1 + 1 end if dx1 = srcX - sx1 dx2 = 1.0 - dx1 sy1 = srcY if sy1 = srcHeightM1 then sy2 = sy1 else sy2 = sy1 + 1 end if dy1 = srcY - sy1 dy2 = 1.0 - dy1 ' copy the pixel from the source to the target using interpolation of 4 points p1 = srcRGB.Pixel(sx1, sy1) p2 = srcRGB.Pixel(sx2, sy1) p3 = srcRGB.Pixel(sx1, sy2) p4 = srcRGB.Pixel(sx2, sy2) r = dy2 * ( dx2 * ( p1.red ) + dx1 * ( p2.red ) ) + dy1 * ( dx2 * ( p3.red ) + dx1 * ( p4.red ) ) g = dy2 * ( dx2 * ( p1.green ) + dx1 * ( p2.green ) ) + dy1 * ( dx2 * ( p3.green ) + dx1 * ( p4.green ) ) b = dy2 * ( dx2 * ( p1.blue ) + dx1 * ( p2.blue ) ) + dy1 * ( dx2 * ( p3.blue ) + dx1 * ( p4.blue ) ) tgtRGB.Pixel(x,y) = RGB(r,g,b) end if next next else ' for each row for y = startY to stopY 'for each pixel for x = startX to stopX factor = matrix(2, 0) * x + matrix(2, 1) * y + matrix(2, 2) srcX = ( matrix(0, 0) * x + matrix(0, 1) * y + matrix(0, 2) ) / factor srcY = ( matrix(1, 0) * x + matrix(1, 1) * y + matrix(1, 2) ) / factor if srcX >= 0 and srcY >= 0 and srcX< srcWidth and srcY < srcHeight then ' copy the pixel from the source to the target tgtRGB.Pixel(x,y) = srcRGB.Pixel(srcX, srcY) end if next next end if Return tgtPic

And we’re done! In the project you can download I added a system so you can easily change the four ‘3D’ points and see the result of the transformation.

Here is a little demo video of the program at work:

And here is the project:

http://www.gorgeousapps.com/Tut10.zip

Until next time!

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