University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2010 Tamara Munzner Math Review Week 1, Wed.

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Presentation transcript:

University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2010 Tamara Munzner Math Review Week 1, Wed Jan 6

2 News no class this Friday (Jan 8)! UBC CS Dept news

3 Department of Computer Science Undergraduate Events Events this week How to Prepare for the Tech Career Fair Date: Wed. Jan 6 Time: 5 – 6:30 pm Location: DMP 110 Resume Writing Workshop (for non-coop students) Date: Thurs. Jan 7 Time: 12:30 – 2 pm Location: DMP 201 CSSS Movie Night Date: Thurs. Jan 7 Time: 6 – 10 pm Location: DMP 310 Movies: “Up” & “The Hangover” (Free Popcorn & Pop) Drop-In Resume Edition Session Date: Mon. Jan 11 Time: 11 am – 2 pm Location: Rm 255, ICICS/CS Bldg Industry Panel Speakers: Managers from Google, IBM, Microsoft, TELUS, etc. Date: Tues. Jan 12 Time: Panel: 5:15 – 6:15 pm; Networking: 6:15 – 7:15 pm Location: Panel: DMP 110; Networking: X-wing Undergrad Lounge Tech Career Fair Date: Wed. Jan 13 Time: 10 am – 4 pm Location: SUB Ballroom

4 Review: Computer Graphics Defined CG uses movies, games, art/design, ads, VR, visualization CG state of the art photorealism achievable (in some cases)

5 Review: Rendering Capabilities

6 Today’s Readings FCG Chapter 2: Miscellaneous Math except 2.7 (2.11 in 2nd edition) FCG Chapter 5: Linear Algebra except 5.4 (not in 2nd edition)

7 Notation: Scalars, Vectors, Matrices scalar (lower case, italic) vector (lower case, bold) matrix (upper case, bold)

8 Vectors arrow: length and direction oriented segment in nD space offset / displacement location if given origin

9 Column vs. Row Vectors row vectors column vectors switch back and forth with transpose

10 Vector-Vector Addition add: vector + vector = vector parallelogram rule tail to head, complete the triangle geometricalgebraic examples:

11 Vector-Vector Subtraction subtract: vector - vector = vector

12 Vector-Vector Subtraction subtract: vector - vector = vector argument reversal

13 Scalar-Vector Multiplication multiply: scalar * vector = vector vector is scaled

14 Vector-Vector Multiplication multiply: vector * vector = scalar dot product, aka inner product

15 Vector-Vector Multiplication multiply: vector * vector = scalar dot product, aka inner product

16 Vector-Vector Multiplication multiply: vector * vector = scalar dot product, aka inner product geometric interpretation lengths, angles can find angle between two vectors

17 Dot Product Geometry can find length of projection of u onto v as lines become perpendicular,

18 Dot Product Example

19 Vector-Vector Multiplication, The Sequel multiply: vector * vector = vector cross product algebraic

20 Vector-Vector Multiplication, The Sequel multiply: vector * vector = vector cross product algebraic

21 Vector-Vector Multiplication, The Sequel multiply: vector * vector = vector cross product algebraic blah 3 1 2

22 Vector-Vector Multiplication, The Sequel multiply: vector * vector = vector cross product algebraic geometric parallelogram area perpendicular to parallelogram

23 RHS vs. LHS Coordinate Systems right-handed coordinate system left-handed coordinate system right hand rule: index finger x, second finger y; right thumb points up left hand rule: index finger x, second finger y; left thumb points down convention

24 Basis Vectors take any two vectors that are linearly independent (nonzero and nonparallel) can use linear combination of these to define any other vector:

25 Orthonormal Basis Vectors if basis vectors are orthonormal (orthogonal (mutually perpendicular) and unit length) we have Cartesian coordinate system familiar Pythagorean definition of distance orthonormal algebraic properties

26 Basis Vectors and Origins coordinate system: just basis vectors can only specify offset: vectors coordinate frame: basis vectors and origin can specify location as well as offset: points

27 Working with Frames F1F1F1F1 F1F1F1F1

28 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1)

29 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1) F1F1F1F1

30 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1) F2F2F2F2 F2F2F2F2

31 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1) F2F2F2F2 p = (-1.5,2) F2F2F2F2

32 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1) F2F2F2F2 p = (-1.5,2) F2F2F2F2 F2F2F2F2

33 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1) F2F2F2F2 p = (-1.5,2) F3F3F3F3 F2F2F2F2 F3F3F3F3

34 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1) F2F2F2F2 p = (-1.5,2) F3F3F3F3 p = (1,2) F2F2F2F2 F3F3F3F3

35 Working with Frames F1F1F1F1 p = (3,-1) F2F2F2F2 p = (-1.5,2) F3F3F3F3 p = (1,2) F1F1F1F1 F2F2F2F2 F3F3F3F3 F3F3F3F3

36 Named Coordinate Frames origin and basis vectors pick canonical frame of reference then don’t have to store origin, basis vectors just convention: Cartesian orthonormal one on previous slide handy to specify others as needed airplane nose, looking over your shoulder,... really common ones given names in CG object, world, camera, screen,...

37 Lines slope-intercept form y = mx + b implicit form y – mx – b = 0 Ax + By + C = 0 f(x,y) = 0

38 Implicit Functions find where function is 0 plug in (x,y), check if 0: on line < 0: inside > 0: outside analogy: terrain sea level: f=0 altitude: function value topo map: equal-value contours (level sets)

39 Implicit Circles circle is points (x,y) where f(x,y) = 0 points p on circle have property that vector from c to p dotted with itself has value r 2 points points p on the circle have property that squared distance from c to p is r 2 points p on circle are those a distance r from center point c

40 Parametric Curves parameter: index that changes continuously (x,y): point on curve t: parameter vector form

41 2D Parametric Lines start at point p 0, go towards p 1, according to parameter t p(0) = p 0, p(1) = p 1

42 Linear Interpolation parametric line is example of general concept interpolation p goes through a at t = 0 p goes through b at t = 1 linear weights t, (1-t) are linear polynomials in t

43 Matrix-Matrix Addition add: matrix + matrix = matrix example

44 Scalar-Matrix Multiplication multiply: scalar * matrix = matrix example

45 Matrix-Matrix Multiplication can only multiply (n,k) by (k,m): number of left cols = number of right rows legal undefined

46 Matrix-Matrix Multiplication row by column

47 Matrix-Matrix Multiplication row by column

48 Matrix-Matrix Multiplication row by column

49 Matrix-Matrix Multiplication row by column

50 Matrix-Matrix Multiplication row by column noncommutative: AB != BA

51 Matrix-Vector Multiplication points as column vectors: postmultiply points as row vectors: premultiply

52 Matrices transpose identity inverse not all matrices are invertible

53 Matrices and Linear Systems linear system of n equations, n unknowns matrix form Ax=b

54 Readings for Next Time Mon Jan 11 RB Chap Introduction to OpenGL RB Chap State Management and Drawing Geometric Objects RB App Basics of GLUT (Aux in v 1.1) RB = Red Book = OpenGL Programming Guide

55 Re-Reminder no class this Friday (Jan 8)!