Transcript 2
Mathematical Foundations;
Display Technologies
CS 445/645
Introduction to Computer Graphics
David Luebke, Spring 2003
Admin
● Call roll
● Waiting list add policy
■ Fill out course action forms
■ I’ll collect, sign, and turn in after class
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Mathematical Foundations
● Finishing a brief, informal review of some of the
mathematical tools we’ll employ
■ Geometry (2D, 3D)
■ Trigonometry
■ Vector and affine spaces
○ Points, vectors, and coordinates
■ Dot and cross products
■ Linear transforms and matrices
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Recap: 3D Geometry
● To model, animate, and render 3D scenes, we must
specify:
■ Location
■ Displacement from arbitrary locations
■ Orientation
● We’ll look at two types of spaces:
■ Vector spaces
■ Affine spaces
● We will often be sloppy about the distinction
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Recap: Vector Spaces
● Given a basis for a vector space:
■ Each vector in the space is a unique linear combination of
the basis vectors
■ The coordinates of a vector are the scalars from this linear
combination
■ Best-known example: Cartesian coordinates
■ Note that a given vector will have different coordinates for
different bases
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Vectors And Points
● We commonly use vectors to represent:
■ Direction (i.e., orientation)
■ Points in space (i.e., location)
■ Displacements from point to point
● But we want points and directions to behave
differently
■ Ex: To translate something means to move it without
changing its orientation
■ Translation of a point = different point
■ Translation of a direction = same direction
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Affine Spaces
● To be more rigorous, we need an explicit notion of
position
● Affine spaces add a third element to vector spaces:
points (P, Q, R, …)
Q
● Points support these operations
■ Point-point subtraction:
Q-P=v
○ Result is a vector pointing from P to Q
■ Vector-point addition: P + v = Q
○ Result is a new point
○ P+0=P
v
P
■ Note that the addition of two points is not defined
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Affine Spaces
● Points, like vectors, can be expressed in coordinates
■ The definition uses an affine combination
■ Net effect is same: expressing a point in terms of a basis
● Thus the common practice of representing points as
vectors with coordinates
● Be careful to avoid nonsensical operations
■ Point + point
■ Scalar * point
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Affine Lines: An Aside
● Parametric representation of a line with a direction
vector d and a point P1 on the line:
P(a) = Porigin + ad
● Restricting 0 a produces a ray
● Setting d to P - Q and restricting 0 a 1 produces a
line segment between P and Q
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Dot Product
● The dot product or, more generally, inner product of
two vectors is a scalar:
v1 • v2 = x1x2 + y1y2 + z1z2
(in 3D)
● Useful for many purposes
■ Computing the length of a vector: length(v) = sqrt(v • v)
■ Normalizing a vector, making it unit-length
■ Computing the angle between two vectors:
u • v = |u| |v| cos(θ)
■ Checking two vectors for orthogonality
v
■ Projecting one vector onto another
θ
u
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Cross Product
● The cross product or vector product of two vectors is
a vector:
y1 z 2 y 2 z1
v1 v 2 ( x1 z 2 x 2 z1)
x1 y 2 x 2 y1
● Cross product of two vectors is orthogonal to both
● Right-hand rule dictates direction of cross product
● Cross product is handy for finding surface orientation
■ Lighting
■ Visibility
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Linear Transformations
● A linear transformation:
■ Maps one vector to another
■ Preserves linear combinations
● Thus behavior of linear transformation is completely
determined by what it does to a basis
● Turns out any linear transform can be represented by
a matrix
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Matrices
● By convention, matrix element Mrc is located at row r
and column c:
M11 M12
M21 M22
M
Mm1 Mm2
M1n
M2n
Mmn
● By (OpenGL) convention,
vectors are columns:
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v1
v v 2
v 3
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Matrices
● Matrix-vector multiplication applies a linear
transformation to a vector:
M11 M12 M13 vx
M v M 21 M 22 M 23 vy
M31 M32 M33 vz
● Recall how to do matrix multiplication
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Matrix Transformations
● A sequence or composition of linear transformations
corresponds to the product of the corresponding
matrices
■ Note: the matrices to the right affect vector first
■ Note: order of matrices matters!
● The identity matrix I has no effect in multiplication
● Some (not all) matrices have an inverse:
M 1 Mv v
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