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Chapter 4.1 Mathematical Concepts

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Title: Chapter 4.1 Mathematical Concepts


1
Chapter 4.1Mathematical Concepts
2
Applied Trigonometry
  • Trigonometric functions
  • Defined using right triangle

h
y
a
x
3
Applied Trigonometry
  • Angles measured in radians
  • Full circle contains 2p radians

4
Applied Trigonometry
  • Sine and cosine used to decompose a point into
    horizontal and vertical components

y
r
r sin a
a
x
r cos a
5
Applied Trigonometry
  • Trigonometric identities

6
Applied Trigonometry
  • Inverse trigonometric functions
  • Return angle for which sin, cos, or tan function
    produces a particular value
  • If sin a z, then a sin-1 z
  • If cos a z, then a cos-1 z
  • If tan a z, then a tan-1 z

7
Applied Trigonometry
  • Law of sines
  • Law of cosines
  • Reduces to Pythagorean theorem wheng 90 degrees

a
c
b
b
g
a
8
Vectors and Matrices
  • Scalars represent quantities that can be
    described fully using one value
  • Mass
  • Time
  • Distance
  • Vectors describe a magnitude and direction
    together using multiple values

9
Vectors and Matrices
  • Examples of vectors
  • Difference between two points
  • Magnitude is the distance between the points
  • Direction points from one point to the other
  • Velocity of a projectile
  • Magnitude is the speed of the projectile
  • Direction is the direction in which its
    traveling
  • A force is applied along a direction

10
Vectors and Matrices
  • Vectors can be visualized by an arrow
  • The length represents the magnitude
  • The arrowhead indicates the direction
  • Multiplying a vector by a scalar changes the
    arrows length

2V
V
V
11
Vectors and Matrices
  • Two vectors V and W are added by placing the
    beginning of W at the end of V
  • Subtraction reverses the second vector

W
V
V W
W
W
V
V W
V
12
Vectors and Matrices
  • An n-dimensional vector V is represented by n
    components
  • In three dimensions, the components are named x,
    y, and z
  • Individual components are expressed using the
    name as a subscript

13
Vectors and Matrices
  • Vectors add and subtract componentwise

14
Vectors and Matrices
  • The magnitude of an n-dimensional vector V is
    given by
  • In three dimensions, this is

15
Vectors and Matrices
  • A vector having a magnitude of 1 is called a unit
    vector
  • Any vector V can be resized to unit length by
    dividing it by its magnitude
  • This process is called normalization

16
Vectors and Matrices
  • A matrix is a rectangular array of numbers
    arranged as rows and columns
  • A matrix having n rows and m columns is an n ? m
    matrix
  • At the right, M is a2 ? 3 matrix
  • If n m, the matrix is a square matrix

17
Vectors and Matrices
  • The entry of a matrix M in the i-th row and j-th
    column is denoted Mij
  • For example,

18
Vectors and Matrices
  • The transpose of a matrix M is denoted MT and has
    its rows and columns exchanged

19
Vectors and Matrices
  • An n-dimensional vector V can be thought of as an
    n ? 1 column matrix
  • Or a 1 ? n row matrix

20
Vectors and Matrices
  • Product of two matrices A and B
  • Number of columns of A must equal number of rows
    of B
  • Entries of the product are given by
  • If A is a n ? m matrix, and B is an m ? p matrix,
    then AB is an n ? p matrix

21
Vectors and Matrices
  • Example matrix product

22
Vectors and Matrices
  • Matrices are used to transform vectors from one
    coordinate system to another
  • In three dimensions, the product of a matrix and
    a column vector looks like

23
Vectors and Matrices
  • The n ? n identity matrix is denoted In
  • For any n ? n matrix M, the product with the
    identity matrix is M itself
  • InM M
  • MIn M
  • The identity matrix is the matrix analog of the
    number one
  • In has entries of 1 along the main diagonal and 0
    everywhere else

24
Vectors and Matrices
  • An n ? n matrix M is invertible if there exists
    another matrix G such that
  • The inverse of M is denoted M-1

25
Vectors and Matrices
  • Not every matrix has an inverse
  • A noninvertible matrix is called singular
  • Whether a matrix is invertible can be determined
    by calculating a scalar quantity called the
    determinant

26
Vectors and Matrices
  • The determinant of a square matrix M is denoted
    det M or M
  • A matrix is invertible if its determinant is not
    zero
  • For a 2 ? 2 matrix,

27
Vectors and Matrices
  • The determinant of a 3 ? 3 matrix is

28
Vectors and Matrices
  • Explicit formulas exist for matrix inverses
  • These are good for small matrices, but other
    methods are generally used for larger matrices
  • In computer graphics, we are usually dealing with
    2 ? 2, 3 ? 3, and a special form of 4 ? 4 matrices

29
Vectors and Matrices
  • The inverse of a 2 ? 2 matrix M is
  • The inverse of a 3 ? 3 matrix M is

30
Vectors and Matrices
  • A special type of 4 ? 4 matrix used in computer
    graphics looks like
  • R is a 3 ? 3 rotation matrix, and T is a
    translation vector

31
Vectors and Matrices
  • The inverse of this 4 ? 4 matrix is

32
The Dot Product
  • The dot product is a product between two vectors
    that produces a scalar
  • The dot product between twon-dimensional vectors
    V and W is given by
  • In three dimensions,

33
The Dot Product
  • The dot product satisfies the formula
  • a is the angle between the two vectors
  • Dot product is always 0 between perpendicular
    vectors
  • If V and W are unit vectors, the dot product is 1
    for parallel vectors pointing in the same
    direction, -1 for opposite

34
The Dot Product
  • The dot product of a vector with itself produces
    the squared magnitude
  • Often, the notation V 2 is used as shorthand for
    V ? V

35
The Dot Product
  • The dot product can be used to project one vector
    onto another

V
a
W
36
The Cross Product
  • The cross product is a product between two
    vectors the produces a vector
  • The cross product only applies in three
    dimensions
  • The cross product is perpendicular to both
    vectors being multiplied together
  • The cross product between two parallel vectors is
    the zero vector (0, 0, 0)

37
The Cross Product
  • The cross product between V and W is
  • A helpful tool for remembering this formula is
    the pseudodeterminant

38
The Cross Product
  • The cross product can also be expressed as the
    matrix-vector product
  • The perpendicularity property means

39
The Cross Product
  • The cross product satisfies the trigonometric
    relationship
  • This is the area ofthe parallelogramformed byV
    and W

V
V sin a
a
W
40
The Cross Product
  • The area A of a triangle with vertices P1, P2,
    and P3 is thus given by

41
The Cross Product
  • Cross products obey the right hand rule
  • If first vector points along right thumb, and
    second vector points along right fingers,
  • Then cross product points out of right palm
  • Reversing order of vectors negates the cross
    product
  • Cross product is anticommutative

42
Transformations
  • Calculations are often carried out in many
    different coordinate systems
  • We must be able to transform information from one
    coordinate system to another easily
  • Matrix multiplication allows us to do this

43
Transformations
  • Suppose that the coordinate axes in one
    coordinate system correspond to the directions R,
    S, and T in another
  • Then we transform a vector V to the RST system as
    follows

44
Transformations
  • We transform back to the original system by
    inverting the matrix
  • Often, the matrixs inverse is equal to its
    transposesuch a matrix is called orthogonal

45
Transformations
  • A 3 ? 3 matrix can reorient the coordinate axes
    in any way, but it leaves the origin fixed
  • We must at a translation component D to move the
    origin

46
Transformations
  • Homogeneous coordinates
  • Four-dimensional space
  • Combines 3 ? 3 matrix and translation into one 4
    ? 4 matrix

47
Transformations
  • V is now a four-dimensional vector
  • The w-coordinate of V determines whether V is a
    point or a direction vector
  • If w 0, then V is a direction vector and the
    fourth column of the transformation matrix has no
    effect
  • If w ? 0, then V is a point and the fourth column
    of the matrix translates the origin
  • Normally, w 1 for points

48
Transformations
  • The three-dimensional counterpart of a
    four-dimensional homogeneous vector V is given by
  • Scaling a homogeneous vector thus has no effect
    on its actual 3D value

49
Transformations
  • Transformation matrices are often the result of
    combining several simple transformations
  • Translations
  • Scales
  • Rotations
  • Transformations are combined by multiplying their
    matrices together

50
Transformations
  • Translation matrix
  • Translates the origin by the vector T

51
Transformations
  • Scale matrix
  • Scales coordinate axes by a, b, and c
  • If a b c, the scale is uniform

52
Transformations
  • Rotation matrix
  • Rotates points about the z-axis through the angle
    q

53
Transformations
  • Similar matrices for rotations about x, y

54
Transformations
  • Normal vectors transform differently than do
    ordinary points and directions
  • A normal vector represents the direction pointing
    out of a surface
  • A normal vector is perpendicular to the tangent
    plane
  • If a matrix M transforms points from one
    coordinate system to another, then normal vectors
    must be transformed by (M-1)T

55
Geometry
  • A line in 3D space is represented by
  • S is a point on the line, and V is the direction
    along which the line runs
  • Any point P on the line corresponds to a value of
    the parameter t
  • Two lines are parallel if their direction vectors
    are parallel

56
Geometry
  • A plane in 3D space can be defined by a normal
    direction N and a point P
  • Other points in the plane satisfy

N
Q
P
57
Geometry
  • A plane equation is commonly written
  • A, B, and C are the components of the normal
    direction N, and D is given by
  • for any point P in the plane

58
Geometry
  • A plane is often represented by the 4D vector (A,
    B, C, D)
  • If a 4D homogeneous point P lies in the plane,
    then (A, B, C, D) ? P 0
  • If a point does not lie in the plane, then the
    dot product tells us which side of the plane the
    point lies on

59
Geometry
  • Distance d from a point P to a lineS t V

P
d
V
S
60
Geometry
  • Use Pythagorean theorem
  • Taking square root,
  • If V is unit length, then V 2 1

61
Geometry
  • Intersection of a line and a plane
  • Let P(t) S t V be the line
  • Let L (N, D) be the plane
  • We want to find t such that L ? P(t) 0
  • Careful, S has w-coordinate of 1, and V has
    w-coordinate of 0

62
Geometry
  • If L ? V 0, the line is parallel to the plane
    and no intersection occurs
  • Otherwise, the point of intersection is
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