Background Mathematics Aaron Bloomfield CS 445: Introduction to Graphics Fall 2006.
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Transcript of Background Mathematics Aaron Bloomfield CS 445: Introduction to Graphics Fall 2006.
Background Mathematics
Aaron Bloomfield
CS 445: Introduction to Graphics
Fall 2006
2
Mathematical Foundations
A very brief review of some 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
3
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
4
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
5
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
6
Affine spaces vs. Vector spaces
Vector spaces All vectors originate at the origin Thus, can be denoted with (x,y,z) coordinates
The head of the vector The origin is absolute
Affine spaces Vectors can start at an arbitrary point Thus, can be denoted via (x,y,z) and starting point P The origin is relative to the current “context”
Only when the distinction matters will we specify
7
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, …)
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
Note that the addition of two points is not defined
P
Q
v
8
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
9
Affine Lines: An Aside
Parametric representation of a line with a direction vector d and a point P1 on the line:
P() = Porigin + d
Restricting 0 produces a ray Setting d to P - Q and restricting 0 1
produces a line segment between P and Q
10
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) = |v| = sqrt(v • v)
Normalizing a vector, making it unit-length Divide each coordinate by the length
Computing the angle between two vectors: u • v = |u| |v| cos(θ)
Checking two vectors for orthogonality Does the angle equal 90º?
Projecting one vector onto anotherθ
u
v
11
Cross Product
The cross product or vector product of two vectors is a vector:
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
1221
1221
1221
21 )(
y x y x
z x z x
z y z y
vv
12
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 and all linear transformations can be represented by a matrix
13
Matrices
By convention, matrix element Mrc is located at row r and column c:
This is called row-major order
By (OpenGL) convention, vectors are columns: And 2-D matrices are in
column-major order!
mnm2m1
2n2221
1n1211
MMM
MMM
MMM
M
3
2
v
v
v
v
1
14
Matrices
Matrix-vector multiplication applies a linear transformation to a vector:
Recall how to do matrix multiplication
z
y
x
v
v
v
MMM
MMM
MMM
vM
333231
232221
131211
15
Matrix Transformations
A sequence or composition of linear trans-formations 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:
vvMM 1
16
3D Scene Representation
Scene is usually approximated by 3D primitives Point Line segment Polygon Polyhedron Curved surface Solid object etc.
17
3D Point
Specifies a location Represented by three coordinates Infinitely small
typedef struct {Coordinate x;Coordinate y;Coordinate z;
} Point;
typedef struct {Coordinate x;Coordinate y;Coordinate z;
} Point;
(x,y,z)
Origin
18
3D Vector
Specifies a direction and a magnitude Represented by three coordinates Magnitude ||V|| = sqrt(dx dx + dy dy + dz dz)
Which is the square root of the dot product Has no location (in affine spaces!)
Dot product of two 3D vectors V1·V2 = dx1dx2 + dy1dy2 + dz1dz2
V1·V2 = ||V1 || || V2 || cos()
typedef struct {Coordinate dx;Coordinate dy;Coordinate dz;
} Vector;
typedef struct {Coordinate dx;Coordinate dy;Coordinate dz;
} Vector;
(dx,dy,dz)
(dx2,dy2 ,dz2)
19
3D Line Segment
Use a linear combination of two points Parametric representation:
P = P1 + t (P2 - P1), (0 t 1)
typedef struct {Point P1;Point P2;
} Segment;
typedef struct {Point P1;Point P2;
} Segment;P1
P2
Origin
20
3D Ray
Line segment with one endpoint at infinity Parametric representation:
P = P1 + t V, (0 <= t < )
typedef struct {Point P1;Vector V;
} Ray;
typedef struct {Point P1;Vector V;
} Ray;
P1
V
Origin
21
3D Line
Line segment with both endpoints at infinity Parametric representation:
P = P1 + t V, (- < t < )
P1
typedef struct {Point P1;Vector V;
} Line;
typedef struct {Point P1;Vector V;
} Line; V
Origin
22Origin
3D Plane
A combination of three non-linear points Implicit representation:
N + d = 0, or ax + by + cz + d = 0
N is the plane “normal” Unit-length vector Perpendicular to plane
typedef struct {Vector N;Distance d;
} Plane;
typedef struct {Vector N;Distance d;
} Plane;P1
P3P2
N = (a,b,c)
d
23
3D Polygon
Area “inside” a sequence of coplanar points Triangle Quadrilateral Convex Star-shaped Concave Self-intersecting
Points are in counter-clockwise order Holes (use > 1 polygon struct)
typedef struct {Point
*points;int npoints;
} Polygon;
typedef struct {Point
*points;int npoints;
} Polygon;
24
3D Sphere
All points at distance “r” from point “(cx, cy, cz)” Implicit representation:
(x - cx)2 + (y - cy)2 + (z - cz)2 = r 2
Parametric representation: x = r cos() cos() + cx
y = r cos() sin() + cy
z = r sin() + cz
typedef struct {Point center;Distance radius;
} Sphere;
typedef struct {Point center;Distance radius;
} Sphere;
r
Origin