1. 緒論
在前面文章中提到空間直角坐標系相互轉換,測繪坐標轉換時,一般涉及到的情況是:兩個直角坐標系的小角度轉換,這個就是我們經常在測繪資料處理中,WGS-84坐標系、54北京坐標系、80西安坐標系、國家2000坐標系之間的轉換,
所謂小角度轉換,指直角坐標系\(XOY\)和直角坐標系\(X'O'Y'\)之間,對應軸的旋轉角度很小,滿足泰勒級數展開后的線性模型,

常見的三維坐標轉換模型有[1]:
- 布爾沙模型
- 莫洛琴斯基模型
- 范式模型
但,當兩個坐標系對應軸的旋轉角度大道一定程度時,則無法使用低階的泰勒級數展開,且迭代的計算量、精度、速度無法取得平衡[2],存在以下缺點:
- 僅適用于滿足近似處理的小角度轉換
- 設計復雜的三角函式運算
- 需要迭代計算
羅德里格矩陣是攝影測量中的常見方法,在該方法中,不需要進行三角函式的計算和迭代運算,計算程序簡單明了,易于編程實作,不僅適用于小角度的坐標轉換,也適用于大角度的空間坐標轉換,
本文將介紹羅德里格矩陣的基本原理和C#實作,并用實體證明解算的有效性,
2. 羅德里格矩陣坐標轉換原理
2.1 坐標轉換基本矩陣
兩個空間直角坐標系分別為\(XOY\)和\(X'O'Y'\),坐標系原點不一致,存在三個平移引數\(\Delta X\)、\(\Delta Y\)、\(\Delta Z\),它們間的坐標軸也相互不平行,存在三個旋轉引數\(\epsilon x\)、\(\epsilon y\)、\(\epsilon z\),同一點A在兩個坐標系中的坐標分別為\((X,Y,Z)\)和\((X',Y',Z')\),
顯然,這兩個坐標系通過坐標軸的平移和旋轉變換可取得,坐標間的轉換關系如下:
\[\left[\begin{array}{l} X \\ Y \\ Z \end{array}\right]=\lambda R\left[\begin{array}{l} X^{\prime} \\ Y^{\prime} \\ Z^{\prime} \end{array}\right]+\left[\begin{array}{l} \Delta X \\ \Delta Y \\ \Delta Z \end{array}\right] \tag{1} \]其中,\(\lambda\)是比例因子,\(R\left(\varepsilon_Y\right) R\left(\varepsilon_X\right) R\left(\varepsilon_Z\right)\)分別是繞Y軸,X軸,Z軸的旋轉矩陣,注意,旋轉的順序不同,\(R\) 的表達形式不同,
\[\begin{aligned} R & =R\left(\varepsilon_Y\right) R\left(\varepsilon_X\right) R\left(\varepsilon_Z\right) \\ & =\left[\begin{array}{ccc} \cos \varepsilon_Y \cos \varepsilon_Z-\sin \varepsilon_Y \sin \varepsilon_X \sin \varepsilon_Z & -\cos \varepsilon_Y \sin \varepsilon_Z-\sin \varepsilon_Y \sin \varepsilon_X \cos \varepsilon_Z & -\sin \varepsilon_Y \cos \varepsilon_X \\ \cos \varepsilon_X \sin \varepsilon_Z & \cos \varepsilon_X \cos \varepsilon_Z & -\sin \varepsilon_X \\ \sin \varepsilon_Y \cos \varepsilon_Z+\cos \varepsilon_Y \sin \varepsilon_X \sin \varepsilon_Z & -\sin \varepsilon_Y \sin \varepsilon_Z+\cos \varepsilon_Y \sin \varepsilon_X \cos \varepsilon_Z & \cos \varepsilon_Y \cos \varepsilon_X \end{array}\right] \end{aligned} \]習慣上稱\(R\)為旋轉矩陣,\([\Delta X,\Delta Y,\Delta Z]^T\)為平移矩陣,只要求出\(\Delta X\)、\(\Delta Y\) 、\(\Delta Z\),\(\varepsilon_X\)、\(\varepsilon_Y\)、\(\varepsilon_Z\),這7個轉換引數,或者直接求出旋轉矩陣和平移矩陣,就可以實作兩個坐標系間的轉換,
2.2 計算技巧-重心矩陣
為計算方便,對所用到的坐標進行重心化處理,將兩個坐標系的公共點的坐標均化算為以重心為原點的重心化坐標,分別記為\((\bar{X}, \bar{Y}, \bar{Z})\)和\(\left(\bar{X}^{\prime}, \bar{Y}^{\prime}, \bar{Z}^{\prime}\right)\)兩個坐標系的重心的坐標分別為\((X_g, Y_g, Z_g)\)和\((X'_g, Y'_g, Z'_g)\),
\[\left\{\begin{array}{l} X_k=\frac{\sum_{i=1}^n X_i}{n}, Y_k=\frac{\sum_{i=1}^n Y_i}{n}, Z_k=\frac{\sum_{i=1}^n Z_i}{n} \\ X_k^{\prime}=\frac{\sum_{i=1}^n X_i^{\prime}}{n}, Y_k^{\prime}=\frac{\sum_{i=1}^n Y_i^{\prime}}{n}, Z_k^{\prime}=\frac{\sum_{i=1}^n Z_i^{\prime}}{n} \\ \bar{X}_i=X_i-X_k, \bar{Y}_i=Y_i-Y_k, \bar{Z}_i=Z_i-Z_k \\ \bar{X}_i^{\prime}=X_i^{\prime}-X_k^{\prime}, \bar{Y}_i^{\prime}=Y_i^{\prime}-Y_k^{\prime}, \bar{Z}_i^{\prime}=Z_i^{\prime}-Z_k^{\prime} \end{array}\right. \]因此,可以將式(1)變為:
\[\left[\begin{array}{l} \bar{X} \\ \bar{Y} \\ \bar{Z} \end{array}\right]=\lambda R\left[\begin{array}{l} \bar{X}^{\prime} \\ \bar{Y}^{\prime} \\ \bar{Z}^{\prime} \end{array}\right] \tag{2} \]\[\left[\begin{array}{l} \Delta X \\ \Delta Y \\ \Delta Z \end{array}\right]=\left[\begin{array}{l} X_g \\ Y_g \\ Z_g \end{array}\right]-\lambda R\left[\begin{array}{l} X_g^{\prime} \\ Y_g^{\prime} \\ Z_g^{\prime} \end{array}\right] \tag{3} \]因而,轉換引數可分兩步來求解,先用式(2)求出旋轉引數和比例因子,再用式(,3)求出平移引數,
2.3 基于羅德里格斯矩陣的轉換方法
對式(2)兩邊取2-范數,由于\(\lambda > 0\),旋轉矩陣為正交陣的特性,可得:
\[\Vert [\bar{X}, \bar{Y}, \bar{Z}]^T \Vert = \lambda \Vert [\bar{X'}, \bar{Y'}, \bar{Z'}]^T \Vert \tag{4} \]對于n個公共點,可得\(\lambda\)的最小均方估計:
\[\lambda=\frac{\sum_{i=1}^n\left(\left\|\left[\bar{X}_i \bar{Y}_i \bar{Z}_i\right]^{\mathrm{T}}\right\| \cdot\left\|\left[\bar{X}_i^{\prime} \bar{Y}_i^{\prime} \bar{Z}_i^{\prime}\right]^{\mathrm{T}}\right\|\right)}{\sum_i^n\left(\left\|\left[\bar{X}_{\prime}^{\prime} \bar{Y}_i^{\prime} \bar{Z}_i^{\prime}\right]^{\mathrm{T}}\right\|\right)^2} \]得到比例因子的最小均方估計后,可將旋轉矩陣 \(R\) 表示為:
\[R=(I-S)^{-1} (I+S) \tag{5} \]其中,\(I\)為單位矩陣,\(S\)為反對稱矩陣,將式(5)帶入式(3),可得:
\[\left[\begin{array}{c} \bar{X}-\lambda \bar{X}^{\prime} \\ \bar{Y}-\lambda \bar{Y}^{\prime} \\ \bar{Z}-\lambda \bar{Z}^{\prime} \end{array}\right]=\left[\begin{array}{ccc} 0 & -\left(\bar{Z}+\lambda \bar{Z}^{\prime}\right) & -\left(\bar{Y}+\lambda \bar{Y}^{\prime}\right) \\ -\left(\bar{Z}+\lambda \bar{Z}^{\prime}\right) & 0 & \bar{X}+\lambda \bar{X}^{\prime} \\ \bar{Y}+\lambda \bar{Y}^{\prime} & \bar{X}+\lambda \bar{X}^{\prime} & 0 \end{array}\right]\left[\begin{array}{l} a \\ b \\ c \end{array}\right] \tag{6} \]3. C#代碼實作
矩陣運算使用MathNet.Numerics庫,初始化欄位MatrixBuilder<double> mb = Matrix<double>.Build和VectorBuilder<double> vb = Vector<double>.Build
3.1 計算矩陣重心坐標
Vector<double> BarycentricCoord(Matrix<double> coordinate)
{
Vector<double> barycentric = vb.Dense(3, 1);
int lenCoord = coordinate.ColumnCount;
if (lenCoord > 2)
barycentric = coordinate.RowSums();
barycentric /= lenCoord;
return barycentric;
}
3.2 計算比例因子
取2-范數使用點乘函式PointwisePower(2.0):
double ScaleFactor(Matrix<double> sourceCoord, Matrix<double> targetCoord)
{
double k = 0;
double s1 = 0;
double s2 = 0;
Vector<double> sourceColL2Norm = sourceCoord.PointwisePower(2.0).ColumnSums();
Vector<double> targetColL2Norm = targetCoord.PointwisePower(2.0).ColumnSums();
int lenSourceCoord = sourceCoord.ColumnCount;
int lenTargetCoord = targetCoord.ColumnCount;
//只有在目標矩陣和源矩陣大小一致時,才能計算
if (lenSourceCoord == lenTargetCoord)
{
s1 = sourceColL2Norm.PointwiseSqrt().PointwiseMultiply(targetColL2Norm.PointwiseSqrt()).Sum();
s2 = sourceColL2Norm.Sum();
}
k = s1 / s2;
return k;
}
3.3 計算羅德里格引數
這里的羅德里格引數就是式(6)中的\([a, b, c]^T\),
Vector<double> RoderickParas(double scalceFactor, Matrix<double> sourceCoord, Matrix<double> targetCoord)
{
Vector<double> roderick = vb.Dense(new double[] { 0, 0, 0 });
int lenData = https://www.cnblogs.com/AidanLee/p/sourceCoord.ColumnCount;
//常系數矩陣
var lConstant = vb.Dense(new double[3 * lenData]);
//系數矩陣
var coefficient = mb.DenseOfArray(new double[3 * lenData, 3]);
//構造相應矩陣
for (int i = 0; i < lenData; i++)
{
lConstant[3 * i] = targetCoord[0, i] - scalceFactor * sourceCoord[0, i];
lConstant[3 * i + 1] = targetCoord[1, i] - scalceFactor * sourceCoord[1, i];
lConstant[3 * i + 2] = targetCoord[2, i] - scalceFactor * sourceCoord[2, i];
coefficient[3 * i, 0] = 0;
coefficient[3 * i, 1] = -(targetCoord[2, i] + scalceFactor * sourceCoord[2, i]);
coefficient[3 * i, 2] = -(targetCoord[1, i] + scalceFactor * sourceCoord[1, i]);
coefficient[3 * i + 1, 0] = -(targetCoord[2, i] + scalceFactor * sourceCoord[2, i]);
coefficient[3 * i + 1, 1] = 0;
coefficient[3 * i + 1, 2] = targetCoord[0, i] + scalceFactor * sourceCoord[0, i];
coefficient[3 * i + 2, 0] = targetCoord[1, i] + scalceFactor * sourceCoord[1, i];
coefficient[3 * i + 2, 1] = targetCoord[0, i] + scalceFactor * sourceCoord[0, i];
coefficient[3 * i + 2, 2] = 0;
}
roderick = coefficient.TransposeThisAndMultiply(coefficient).Inverse() * coefficient.Transpose() * lConstant;
return roderick;
}
3.4 決議羅德里格矩陣
此處,就是式(5)的實作,
/// <summary>
/// 決議羅德里格矩陣為旋轉矩陣和平移矩陣
/// </summary>
/// <param name="scaleFactor">比例因子</param>
/// <param name="roderick">羅德里格矩陣</param>
/// <param name="coreSourceCoord">原坐標系坐標</param>
/// <param name="coreTargetCoord">目標坐標系坐標</param>
/// <returns></returns>
(Matrix<double>, Vector<double>) RotationMatrix(double scaleFactor, Vector<double> roderick, Vector<double> coreSourceCoord, Vector<double> coreTargetCoord)
{
Matrix<double> rotation = mb.DenseOfArray(new double[,]
{
{0,0,0 },
{0,0,0 },
{0,0,0 }
});
//反對稱矩陣
Matrix<double> antisymmetric = mb.DenseOfArray(new double[,]
{
{ 0, -roderick[2], -roderick[1] },
{roderick[2], 0, -roderick[0] },
{roderick[1], roderick[0], 0 }
});
// 創建單位矩陣
// 然后與式(5)的 S 執行 + 和 - 操作
rotation = (DenseMatrix.CreateIdentity(3) - antisymmetric).Inverse() * (DenseMatrix.CreateIdentity(3) + antisymmetric);
translation = coreTargetCoord - scaleFactor * rotation * coreSourceCoord;
return (rotation, translation);
}
3.5 呼叫邏輯
// 1. 欄位值準備
MatrixBuilder<double> mb = Matrix<double>.Build;
VectorBuilder<double> vb = Vector<double>.Build;
// 2. 寫入源坐標系的坐標,注意這里的x,y,z輸入順序
Matrix<double> source = mb.DenseOfArray(new double[,]
{
{-17.968, -12.829, 11.058 },
{-0.019 , 7.117, 11.001 },
{0.019 , -7.117, 10.981 }
}).Transpose();
// 3. 寫入目標坐標系的坐標
Matrix<double> target = mb.DenseOfArray(new double[,]
{
{ 3392088.646,504140.985,17.958 },
{ 3392089.517,504167.820,17.775 },
{ 3392098.729,504156.945,17.751 }
}).Transpose();
// 4. 重心化
var coreSource = BarycentricCoord(source);
var coreTarget = BarycentricCoord(target);
var sourceCoords = source - mb.DenseOfColumnVectors(coreSource, coreSource, coreSource);
var targetCoords = target - mb.DenseOfColumnVectors(coreTarget, coreTarget, coreTarget);
// 5. 求比例因子
double k = ScaleFactor(sourceCoords, targetCoords);
// 6. 解算咯德里格引數
var roderick = RoderickParas(k, sourceCoords, targetCoords);
// 7. 旋轉
(Matrix<double> ro, Vector<double> tran) = RotationMatrix(k, roderick, coreSource, coreTarget);
Console.WriteLine("比例因子為:");
Console.WriteLine(k);
Console.WriteLine("旋轉矩陣為:");
Console.WriteLine(ro.ToString());
Console.WriteLine("平移引數為:");
Console.WriteLine(tran.ToString());
Console.WriteLine("計算結果為:");
Console.WriteLine(source2.ToString());
4. 總結
基于羅德里格矩陣的轉換方法,在求解兩個坐標系間的轉換引數,特別是旋轉角較大時,實作簡單、快速,

朱華統,楊元喜,呂志平.GPS坐標系統的變換[M].北京:測繪出版社,1994. ??
詹銀虎,鄭勇,駱亞波,等.無需初值及迭代的天文導航新演算法0﹒測繪科學技術學報,2015,32(5):445-449. ??
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