Transformations in EMAN2
The Transform3D class
EMAN2 uses the [http://blake.bcm.edu/eman2/doxygen_html/classEMAN_1_1Transform3D.html Transform3D] class for storing/managing Euler angles and translations. At any time a Transform3D ($$T3D) object defines a group of 3 affine transformations that are applied in a specific order, namely
$$T3D \equiv T_{post} R T_{pre}$$
Where $$T_{pre} is a pre translation, $$R$$ is a rotation and $$T_{post} is a post translation. The Transform3D object stores these transformations internally in a 4x4 matrix, as is commonly the case in computer graphics applications that use homogeneous coordinate systems (i.e. OpenGL). In these approaches the 4x4 transformation matrix $$T3D$$ is constructed in this way
$$T3D = [[R,\hat{t}],[\hat{0}^T,1]]$$
Where R is a $$3x3$$ rotation matrix and $$\hat{t}=(dx,dy,dz)^T$$ is a post translation. In this approach a 3D point $$\hat{p}=(x,y,z)^T$$ as represented in homogeneous coordinates as a 4D vector $$\hat{p_{hc}}=(x,y,z,1)^T$$ and is multiplied against the matrix $$M$$ to produce the result of applying the transformation
$$ T3D \hat{p}_{hc} = ( R\hat{p} + \hat{t}, 1 )^T $$
In this way the result of applying a Transform3D to a vector is literally a rotation follow by a translation. The Transform3D allows for both pre and post translation and stores the cumulative result internally
$$T3D = T_{post} R T_{pre} = [[I,\hat{t}_{post}],[\hat{0}^T,1]] [[R,\hat{0}],[\hat{0}^T,1]] [[I,\hat{t}_{pre}],[\hat{0}^T,1]] = [[R,R\hat{t}_{pre}+\hat{t}_{post}],[\hat{0}^T,1]]$$
In Python
In Python you can construct a Transform3D object in a number of ways
1 t = Transform3D() # t is the identity
2 t = Transfrom3D(EULER_EMAN,25,45,65) # EULER_EMAN rotation convention uses the az, alt, phi
3 t = Transform3D(EULER_SPIDER,24,44,64) # EULER_SPIDER rotation convention uses the phi, theta, psi convention
4 t = Transform3D(25,45,65) # EULER_EMAN convention used by default, arguments are taken as az, alt, phi
5 t = Transform3D(Vec3f(1,2,3),25,45,65,Vec3f(4,5,6)) # Specify a pre trans, followed by EULER_EMAN convention rotations az, alt, phi, followed by the post trans
6 t = Transform3D(25,45,65,Vec3f(4,5,6)) # EULER_EMAN convention rotations az, alt, phi, followed by the post trans
7 t = Transform3D(1,0,0,0,1,0,0,0,1) # Explicitly setting the nine members of the rotation matrix, row wise.
8 s = Transform3D(t) # copy constructor
Rotations
A rotation of a pixel coordinate at [x,y,z] about the y axis looks like
4x4 Rotation matrix x homog pix coord
In general a rotation matrix will look like this
4x4 general rotation matrix
Note that only the upper left 3x3 block is used to store the rotation information
Translations
Translation of a pixel coordinate at [x,y,z] by [dx,dy,dz] looks like
4x4 depiction of translation matrix x homog pix coord
This shows how the homogeneous coordinate representation is used to achieve translation
Rotations and Translations
Rotation
Need MathML
Transforming an EMData object
An EMData object may be transformed using the following syntax
This next section will look better once we get mathml working
A pixel given at coordinate vector v = [x,y,z]^T will be transformed using the following"
$$vhat = T_{post} R T_{pre} v$$
Where the rotation matrix R and associated conventions are defined in Baldwin and Penczek 2007.
Transformations and projections
Say the data model is a 3D map denoted M(x,y,z) and a projection is to be generated in a particular direction. The model may also be pre and/or post translated as part of the projection process. The translation information along with the direction of the projection is to be stored in a Transform3D object T, and the projection is to be generated according to or equivalently to the following
$$p(x,y) = int T M(x,y,z) dz$$
That is, the projection is generated by first transforming the 3D map M by the Transform3D object, and proceeded by taking line integrals along z.
Transformations and recontructors
In order to insert a projection as generated in the conventional way (above) into a 3D volume in the correct orientation, one must invert the Transform3D object that was used to generate the projection prior to slice insertion.