328 APPLICATIONS OF THE HOMOGENEOUS MODEL CHAPTER 12
12.1 HOMOGENEOUS PL
¨
UCKER COORDINATES IN 3-D
In the previous chapter, we saw how the homogeneous model permits direct and dual
representation of flats. This extends the commonly used homogeneous coordinates for
points and hyperplanes used throughout computer graphics and robotics literature. In
some more specialized texts, you may also find a representation of lines by Pl
¨
ucker coor-
dinates. These are coordinates tailored to the description of lines, and they permit direct
computation w ith lines as basic elements. That provides for faster and simpler code than if
you described lines by a direction vector and a position vector, or as two plane equations,
or by two points. Repeated attempts have been made to introduce them into mainstream
computer graphics, where line computations are obviously impor tant, but with limited
success.
It is clear why Pl
¨
ucker coordinates are less well known than they deser ve to be. In the usual
texts, they are presented as a strange mathematical trick, not clearly related to the homo-
geneous coordinates. They require 6-D vectors and corresponding matrices, which appear
extraneous to the usual 4-D data structures in homogeneous coordinate software. So most
people continue to encode lines as composite elements in a data structure consisting of
two vectors. This denies lines the status of being convenient elements of computation, and
that in turn affects solutions to practical problems; if there is a natural way of describing
and solving some problem using lines, it is less likely to be found. An example is visual
self-localization by a robot in an office environment; a ty pical solution looks to match
point features, neglecting the numerous straig ht lines usually present in such an environ-
ment. Reducing every thing to point-based or plane-based computations may be subopti-
mal and neglects the perfectly useful and stably measurable str aight edges. But to actually
use them in your estimation processes, you need the ability to compute with them.
In this chapter, we show how to look at the Pl
¨
ucker coordinates in a manner that makes
them natural and convenient to use. There are no new concepts here; this is an application
of the structure of the previous chapter, but is good to relate the algebra to the specific
coordinate techniques that the proponents of Pl
¨
ucker coordinates (such as [57]) suggest.
12.1.1 LINE REPRESENTATION
Let us again look at the representation of lines, and focus specifically on a 3-D base space.
The line representation p ∧ q of (11.3) as
p ∧ q = e
0
∧ (q − p) + p ∧ q (12.1)
involves six coordinates: three for the 2-blade e
0
∧ (q − p) and three for the 2-blade p ∧ q.
There is one dependency relationship (since e
0
∧ (q − p) ∧ (p ∧ q) = 0), and that reduces
the degrees of freedom of the line to five. Geometrically, you can interpret the first term
of (12.1) as the direction vector and the second term as the moment. We have denoted
those in Figure 12.1. This figure cannot show the fourth dimension e
0
; with that extra