Geometery - Cross Section - geometry

I have a flat topped pyramid I'm trying to calculate a 45 degree cross section of. I know the dimensions at the pyramids top and bottom, I know the distance to the centre point of the cross section and I know the angle of the cross section. Can somebody help me with the maths to calcualte the dimensions of the resulting trapezoid the cross section creates.
I have included a diagram as an example of what I'm trying to calculate with known dimensions.
Example Diagram:

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Deviation analysis color to vertex color using Meshlab

I would to know if is possible to do deviation analysis with Meshlab and transfer the result to vertex color in a mesh. So expand those 2 ideas...
1st. Is it possible to do deviation analysis with MeshLab? I have a scanned mesh and I will compare with a "ideal model". The difference between these 2 will generate a (grey or color) scale information that represent the distance I have from the points of the scanned model to the "ideal" one.
2nd. I want to get this information (color/grey grading that shows how distant the points are) and transfer to a vertex color information.
I don't know it was clear, but if you know what deviation analysis means I think you got it. The difference is that I would like the generate a 3d mesh with the vertex color provided by this deviation analysis.
Seems that mesh lab can compare two models and can deal with vertex colorizing, but I don't Know if is possible to deal with real measurements, transfer this information to vertex color and export a mesh that show it.
If its possible and If you know how just point me some direction. I'm not familiar with Meshlab and click here and there trying a impossible task can be very frustrating, so it will be good if someone can give me some tips.
Thanks.
Yes, MeshLab can compute deviation analysis between two similar surfaces (and the required alignment preprocessing too).
Estimating the deviation between two meshes means computing the hausdorff distance.
There is a small tutorial on how to compute and visualize it in MeshLab here:
http://meshlabstuff.blogspot.com/2010/01/measuring-difference-between-two-meshes.html

How to optimize two ranges for the determination of the intersection point between two curves

I start this thread asking for your help in Excel.
The main goal is to determine the coordinates of the intersection point P=(x,y) between two curves (curve A, curve B) modeled by points.
The curves are non-linear and each defining point is determined using complex equations (equations are dependent by a lot of parameters chosen by user, as well as user will choose the number of points which will define the accuracy of the curves). That is to say that each curve (curve A and curve B) is always changing in the plane XY (Z coordinate is always zero, we are working on the XY plane) according to the input parameters and the number of the defining points is also depending by the user choice.
My first attempt was to determine the intersection point through the trend equations of each curve (I used the LINEST function to determine the coefficients of the polynomial equation) and by solving the solution putting them into a system. The problem is that Excel is not interpolating very well the curves because they are too wide, then the intersection point (the solution of the system) is very far from the real solution.
Then, what I want to do is to shorten the ranges of points to be able to find two defining trend equations for the curves, cutting away the portion of curves where cannot exist the intersection.
Today, in order to find the solution, I plot the curves on Siemens NX cad using multi-segment splines with order 3 and then I can easily find the coordinates of the intersection point. Please notice that I am using the multi-segment splines to be more precise with the approximation of the functions curve A and curve B.
Since I want to avoid the CAD tool and stay always on Excel, is there a way to select a shorter range of the defining points close to the intersection point in order to better approximate curve A and curve B with trend equations (Linest function with 4 points and 3rd order spline) and then find the solution?
I attach a picture to give you an example of Curve A and Curve B on the plane:
https://postimg.cc/MfnKYqtk
At the following link you can find the Excel file with the coordinate points and the curve plot:
https://www.mediafire.com/file/jqph8jrnin0i7g1/intersection.xlsx/file
I hope to solve this problem with your help, thank you in advance!
kalo86
Your question gave me some days of thinking and research.
With the help of https://pomax.github.io/bezierinfo/
§ 27 - Intersections (Line-line intersections)
and
§ 28 - Curve/curve intersection
your problem can be solved in Excel.
About the mystery of Excel smoothed lines you find details here:
https://blog.splitwise.com/2012/01/31/mystery-solved-the-secret-of-excel-curved-line-interpolation/
The author of this fit is Dr. Brian T. Murphy, PhD, PE from www.xlrotor.com. You find details here:
https://www.xlrotor.com/index.php/our-company/about-dr-murphy
https://www.xlrotor.com/index.php/knowledge-center/files
=>see Smooth_curve_bezier_example_file.xls
https://www.xlrotor.com/smooth_curve_bezier_example_file.zip
These knitted together you get the following results for the intersection of your given curves:
for the straight line intersection:
(x = -1,02914127711195 / y = 23,2340949174492)
for the smooth line intersection:
(x = -1,02947493047196 / y = 23,2370611219553)
For a full automation of your task you would need to add more details regarding the needed accuracy and what details you need for further processing (and this is actually not the scope of this website ;-).
Intersection of the straight lines:
Intersection of the smoothed lines:
comparison charts:
solution,
Thank you very much for the anwer, you perfectly centered my goal.
Your solution (for the smoothed lines) is very very close to what I determine in Siemens NX.
I'm going to read the documentation at the provided link https://pomax.github.io/bezierinfo/ in order to better understand the math behind this argument.
Then, to resume my request, you have been able to find the coordinates (x,y) of the intersection point between two curves without passing through an advanced CAD system with a very good precision.
I am starting to study now, best regards!
kalo86

How do I find the world coordinates of a pixel on the image plane?

A bit of background
I am writing a simple ray tracer in C++. I have most of the core complete but don't understand how to retrieve the world coordinate of a pixel on the image plane. I need this location so that I can cast the ray into the world.
Currently I have a Camera with a position(aka my perspective reference point), a direction (vector) which is not normalized. The directions length signifies the center of the image plane and which way the camera is facing.
There are other values associated with the camera but they should not be relevant.
My image coordinates will range from -1 to 1 and the perspective(focal length), will change based on the distance of the direction associated with the camera.
What I need help with
I need to go from pixel coordinates (say [0, 256] in an image 256 pixels on each side) to my world coordinates.
I will also want to program this so that no matter where the camera is placed and where it is directed, that I can find the pixel in the world coordinates. (Currently the camera will almost always be centered at the origin and will look down the negative z axis. I would like to program this with the future changes in mind.) It is also important to know if this code should be pushed down into my threaded code as well. Otherwise it will be calculated by the main thread and then the ray will be used in the threaded code.
(source: in.tum.de)
I did not make this image and it is only there to give an idea of what I need.
Please leave comments if you need any additional info. Otherwise I would like a simple theory/code example of what to do.
Basically you have to do the inverse process of V * MVP which transforms the point to unit cube dimensions. Look at the following urls for programming help
http://nehe.gamedev.net/article/using_gluunproject/16013/ https://sites.google.com/site/vamsikrishnav/gluunproject

Why is a quadrilateral insufficient to determine projection/rotation/etc.?

Suppose I have a photograph, and four pixel coordinates representing the corners of a rectangular sheet of paper. My goal is to determine the rotation, translation, and projection which maps from the 3D scene containing the sheet of paper on a plane to the 2D image.
I understand there are augmented reality libraries for this, like ARToolkit. However, they all require additional information, namely the parameters of the camera used to take the photograph. My question is, how come having the rectangle's four corner points (in addition to knowing the rectangle's real-world dimensions) is insufficient information to extrapolate 3D information?
It makes sense mathematically since there are so many more unknown variables that bring us from 3D coordinates to 2D screen space, but I'm having a hard time grounding that concept in what I see.
Thanks!
Does it help for you to count degrees of freedom?
There are 3 degrees of freedom involved in deciding where in space to put the camera. 3 more degrees of freedom to decide how to turn it. 1 degree of freedom to figure out how much the picture it took had been enlarged, and finally 2 degrees of freedom to fix where on the resulting flat image we're looking.
That makes 9 degrees of freedom in total. However, knowing the location of four points in the final cropped image gives us only 8 continuously varying variables. Therefore there must be a way to slide the camera, zoom level and translation parameters around such that those four points stay in the same place on the screen (while everything else distorts subtly).
If we know even one of these nine parameters, such as the camera's focal length (in pixels!), then there's some hope of getting an unambiguous answer.

How can I project an arbitrary plane identified by 4 points onto a 2d plane?

The issue we are trying to solve the issue of locating a point in two different representations of a plane. The first plane we have is rotated to create perspective; the second is a 2d view of that same plane. We have 4 points on each of the plans that we know to be equivalent. The question is if we have an arbitrary point in plane 1, how do we find the corresponding point in plane 2?
It is best probably to illustrate the use case in order to best clarify the question. We have an image illustrated on the left.
Projective plane
2D layout diagram of space
So the givens that we have are the red squares from both pictures. Note that if possible, I’d like it to be possible that the 2D space isn’t necessarily a square. These are available to us ahead of time and known. I also have green dots laid out on the plane in the first image. I’d like to be able to do a projection of the dot in image 1 onto the space in image 2.
Note also for the image 1 I do not have a defined window or eye position. I just know that the red square from image 1 is a transform of the red square form image 2 and that the image 2 is in 2D space.
This is a special case of finding mappings between quadrilaterals that preserve straight lines. These are generally called homographic or projective transforms. Here, one of the quads is a square, so this is a popular special case. You can google these terms ("quad to quad", etc) to find explanations and code, but here are some for you.
Perspective Transform Estimation
a gaming forum discussion
extracting a quadrilateral image to a rectangle
Projective Mappings for Image Warping by Paul Heckbert.
The math isn't particularly pleasant, but it isn't that hard either. You can also find some code from one of the above links.
Update
And this is one of my favorites: Computing a projective transformation

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