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Mathematics for Graphics

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Title: Appendix B Author: mark temelko Last modified by: csuser Created Date: 5/21/2005 7:56:46 PM Document presentation format: On-screen Show Company – PowerPoint PPT presentation

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Title: Mathematics for Graphics


1
Mathematics for Graphics
2
Objectives
  • Introduce the elements of geometry
  • Scalars
  • Vectors
  • Points
  • Develop mathematical operations among them in a
    coordinate-free manner
  • Define basic primitives
  • Line segments
  • Polygons

3
3D Cartesian co-ordinates
4
Basic Elements
  • Geometry is the study of the relationships among
    objects in an n-dimensional space
  • In computer graphics, we are interested in
    objects that exist in three dimensions
  • Want a minimum set of primitives from which we
    can build more sophisticated objects
  • We will need three basic elements
  • Scalars
  • Vectors
  • Points

5
Scalars
  • Need three basic elements in geometry
  • Scalars, Vectors, Points
  • Scalars can be defined as members of sets which
    can be combined by two operations (addition and
    multiplication) obeying some fundamental axioms
    (associativity, commutivity, inverses)
  • Examples include the real and complex number
    systems under the ordinary rules with which we
    are familiar
  • Scalars alone have no geometric properties

6
Vectors And Point
  • We commonly use vectors to represent
  • Points in space (i.e., location)
  • Displacements from point to point
  • Direction (i.e., orientation)
  • 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

7
Vectors
  • Physical definition a vector is a quantity with
    two attributes
  • Direction
  • Magnitude
  • Examples include
  • Force
  • Velocity
  • Directed line segments
  • Most important example for graphics
  • Can map to other types

v
8
Vector
  • A quantity characterized by a magnitude and
    direction
  • Can be represented by an arrow, where magnitude
    is the length of the arrow and the direction is
    given by slope of the line

v OP ??????? ?????? P-O
Y
P (2, 1)
1
v
X
2
O (0, 0)
A vector in 2D
9
Vector Operations
  • Every vector has an inverse
  • Same magnitude but points in opposite direction
  • Every vector can be multiplied by a scalar
  • There is a zero vector
  • Zero magnitude, undefined orientation
  • The sum of any two vectors is a vector
  • Use head-to-tail axiom

w
v
?v
v
-v
u
10
Vectors Lack Position
  • These vectors are identical
  • Same direction and magnitude
  • Vectors spaces insufficient for geometry
  • Need points

11
Vector Addition
  • Addition of vectors follows the parallelogram law
    in 2D and the parallelepiped law in higher
    dimensions

12
Vector Multiplication by a Scalar
  • Multiplication by a scalar scales the vectors
    length appropriately (but does not affect
    direction)

13
Subtraction
-v
u
v
-v
Inverse vector?
Can be seen as an addition of u (-1v)
-v
u
14
Vector Magnitude
P2
v
P1
  • The magnitude or norm of a vector of dimension
    3 is given by the standard Euclidean distance
    metric
  • How about dimension n?

2D example
3D example
2
15
Unit Vectors
  • Vectors of length 1 are often termed unit vectors
    (a.k.a. normalised vectors).
  • When we only wish to describe direction we use
    normalised vectors often to avoid redundancy
  • For this and other reasons, we often need to
    normalise a vector
  • e.g.

16
Examples
  • Suppose point P1(-1,-3) and P2(2,-7). Find
  • Vector v obtained from these two points
  • Norm of vector v
  • Unit vector

17
Dot Product
  • Dot product (inner product) is defined as
  • Note
  • Therefore we can redefine magnitude in terms of
    the dot-product operator
  • The dot product operator is commutative and
    associative.

18
Dot Product
  • The Dot Product can also be obtained from the
    following equation
  • where q is the angle between the two vectors
  • So, if we know the vectors u and v, then the dot
    product is useful for finding the angle between
    two vectors.
  • Note that if we had already normalised the
    vectors u and v then it would simply be

19
Dot Product Examples
  • Find the angle between vectors 1, 1, 0 and
  • 0, 1, 0?

20
Additional Properties
  • For any three vectors u, v, w and scalars a, b
  • uv vu
  • u(vw) uv uw
  • (uv)w uw vw
  • If uv 0 then u and v are orthogonal or
    perpendicular, where u and v are not zero vector

21
Cross Product
  • Used for defining orientation and constructing
    co-ordinate axes.
  • Cross product defined as
  • The result is a vector, perpendicular to the
    plane defined by u and v
  • Magnitude

22
Cross Product
Right Handed Coordinate System
23
Cross Product
  • Cross product is anti-commutative
  • It is not associative
  • Direction of resulting vector defined by operand
    order

R.H.S.
24
Cross Product
  • Consider, two vectors u , v ,
    the cross product u x v

25
Vector Spaces
  • A linear combination of vectors results in a new
    vector
  • v a1v1 a2v2 anvn
  • where a is any scalar
  • If the only set of scalars such that
  • a1v1 a2v2 anvn 0
  • is a1 a2 a3 0
  • then we say the vectors are linearly
    independent
  • The dimension of a space is the greatest number
    of linearly independent vectors possible in a
    vector set
  • For a vector space of dimension n, any set of n
    linearly independent vectors form a basis

26
Coordinate Systems
  • 3D vector space
  • scalar component ?1, ?2, ?3
  • basis vector v1, v2, v3
  • define a coordinate system
  • the origin fixed reference point
  • column matrix

v2
origin
v1
v3
Coordinate System
27
Points
  • Location in space
  • Operations allowed between points and vectors
  • Point-point subtraction yields a vector
  • Equivalent to point-vector addition

v P - Q
P v Q
28
Affine Spaces
  • Point a vector space
  • Operations
  • Vector-vector addition
  • Scalar-vector multiplication
  • Point-vector addition
  • Scalar-scalar operations
  • For any point define
  • 1 P P
  • 0 P 0 (zero vector)

29
Lines (in Affine Space)
  • Consider all points of the form
  • P(a)P0 a d
  • Set of all points that pass through P0 in the
    direction of the vector d
  • Affine addition

30
Parametric Form
  • This form is known as the parametric form of the
    line
  • More robust and general than other forms
  • Extends to curves and surfaces
  • Two-dimensional forms
  • Explicit y mx h
  • Implicit ax by c 0
  • Parametric
  • x(a) ax0 (1-a)x1
  • y(a) ay0 (1-a)y1

31
Rays and Line Segments
  • If a gt 0, then P(a) is the ray leaving P0 in
    the direction d
  • If we use two points to define v, then
  • P( a) Qav Q a (R-Q) aR (1-a)Q
  • For 0ltalt1 we get all the
  • points on the line segment
  • joining R and Q

32
Convexity
  • An object is convex iff for any two points in
    the object all points on the line segment between
    these points are also in the object

P
P
Q
Q
not convex
convex
concave
33
Affine Sums
  • Consider the sum
  • Pa1P1a2P2..anPn
  • Can show by induction that this sum makes sense
    iff
  • a1a2..an1
  • in which case we have the affine sum of the
    points P1,P2,..Pn
  • If, in addition, aigt0, we have the convex hull
    of P1,P2,..Pn

34
Convex Hull
  • Smallest convex object containing P1,P2,..Pn
  • Formed by shrink wrapping points

35
Curves and Surfaces
  • Curves are one parameter entities of the form
    P(a) where the function is nonlinear
  • Surfaces are formed from two-parameter functions
    P(a, b)
  • Linear functions give planes and polygons

P(a)
P(a, b)
36
Planes
  • A plane be determined by a point and two vectors
    or by three points

P
R
P(a,b)Ra(Q-R)b(P-Q)
P(a,b)Raubv
37
Triangles
convex sum of S(a) and R
  • convex sum of P and Q

for 0lta,blt1, we get all points in triangle
38
Planes
R
  • Extension of line

P
Q
n
v
P
normal to the plane
P0
u
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