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Math Primer for CG

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Math Primer for CG. Ref: Interactive Computer Graphics, Chap. 4, E. Angel. Contents ... Three basic data types in CG: scalars, points, and vectors ... – PowerPoint PPT presentation

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Title: Math Primer for CG


1
Math Primer for CG
  • Ref Interactive Computer Graphics, Chap. 4, E.
    Angel

2
Contents
  • Scalar, Vector, Point
  • Change of Basis
  • Frame
  • Change of Frame
  • Affine Sum, Convex Combination, Convex Hull,
  • Case Study shooting game

3
Introduction
  • Three basic data types in CG scalars, points,
    and vectors
  • scalar not a geometric type per se used in
    measurement
  • point a location in space exist regardless of
    any coordinate system
  • vector any quantity with direction and
    magnitude does not have fixed location
  • Examine these concepts in a mathematically more
    rigorous way

4
Scalars Live in Real Space
  • ?a,b,g?S
  • Commutative
  • abba
  • a bb a
  • Associative
  • a (b g)(a b) g
  • a(bg)(ab)g
  • Distributive
  • a (bg)(a b)(a g)
  • Additive multiplicative inverse
  • a(-a)0, a a-11
  • Two fundamental operations are defined between
    pairs
  • Addition, multiplication
  • Closure
  • ?a,b?S,
  • ab?S, ab?S

5
Real Analysis
  • The study of real numbers
  • If you are interested, see Analysis WebNotes
  • http//www.math.unl.edu/webnotes/contents/chapter
    s.htm

6
Vectors Live in Vector Space
  • Two kinds of entities
  • Scalar, vector
  • Two operations and corresponding geometric
    interpretations
  • v-v addition
  • (head-tail)
  • scalar-v multiplication
  • (scaling of vector)
  • Properties
  • Closure
  • ?u,v?V, uv?V
  • Commutative
  • uvvu
  • Associative
  • u(vw)(uv)w
  • Distributive
  • a(uv)auav
  • (ab)uaubu

7
Vector Space (cont)
  • Linear combination
  • ua1u1a2u2anun
  • Linear independent
  • Only set of scalars such that
  • ua1u1a2u2anun
  • is zero
  • a1a2an0
  • Basis
  • a set of linearly independent vectors that span
    the space

8
Vector Space change of basis
  • represent any vector uniquely in a basis
  • change of basis

9
Example
New Basis
10
Points Live in Affine Space
  • Vector space lacks
  • Location, distance,
  • Concept of coordinate system (frame)
  • Reference point origin
  • Frame origin basis defines position in space
  • Add another entity to vector spaces
  • Point
  • New operations
  • Point Point ? Vector
  • Point Vector ? Point (translation)
  • Note that the following are not defined
  • point addition
  • multiplication of scalar point

11
Affine Space change of frames
  • Represent point in a frame
  • Change of frame

12
Euclidean Space
  • Supplement vector space with the notion of
    distance
  • New operation
  • Inner (dot) product
  • ?a,b?S ?u,v,w?V
  • u vv u
  • (aubv) wau w bv w
  • v vgt0 (v?0)
  • 0 00
  • u v0 ? u and v are orthogonal
  • v(v v)½
  • u vuv cosq

13
Summary Mathematical Spaces
Real Space (Scalar)
Vector Space (Scalar, Vector)
Euclidean Space (Scalar, Vector) distance
Affine Space (Scalar, Vector, Point) location
14
Affine Sum
  • In affine space, point addition is only defined
    in the following case

Point addition is allowed only if their weights
add up to one
15
Affine Sum (cont)
  • More generally,
  • Convex Combination
  • A particular affine sum where weights are
    non-negative

16
Convex Hull
17
Now, how to apply these math
  • Besides change of basis/frame

18
Ex Parametric Equation of a Line
19
Ex Plane, Triangle, Parallelogram
R
T(a,b)
P
Q
S(a)
(infinite) Plane
Parallelogram
Triangle
20
Ex Homogeneous Coordinates
  • A unified representation scheme in affine space
    for points and vectors
  • Change of Frame subsume change of basis

21
Affine Space coordinate system
  • fixing the origin of the vectors of coordinate
    system at P0
  • 4x1 vector
  • Unified vector point representation
  • homogeneous coordinate
  • distinguish point vector
  • 4x4 matrix algebra for change in frames

Point a1 a2 a3 1 Frame u1 u2 u3 P0
Vector a1 a2 a3 0 Frame u1 u2 u3 P0
22
Ex Shooting (AABB)
  • Intersection can be checked using 3D Sutherland
    algorithm

23
Cohen-Sutherland Line-Clipping Algorithm
Trivially accept Trivially reject clipping
24
Ex Shooting (OBB)
  • Change of frame then apply Sutherland algorithm
    in the local frame

25
Ex Ray-Triangle Intersection
26
Ex Shooting (discrete version)
27
Ex Shooting (continuous version)
28
Exercise
  • Convex Hull prove convex combination yields the
    shape you imagine
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