Math Fundamentals Maths revisit.

Slides:



Advertisements
Similar presentations
Computer Graphics - Geometry & Representation -
Advertisements

Points, Vectors, Lines, Spheres and Matrices
Vector Calculus Mengxia Zhu Fall Objective Review vector arithmetic Distinguish points and vectors Relate geometric concepts to their algebraic.
UBI 516 Advanced Computer Graphics
Maths for Computer Graphics
Shivkumar Kalyanaraman Rensselaer Polytechnic Institute 1 : “shiv rpi” Linear Algebra A gentle introduction Linear Algebra has become as basic and as applicable.
Chapter 4.1 Mathematical Concepts
Chapter 4.1 Mathematical Concepts. 2 Applied Trigonometry Trigonometric functions Defined using right triangle  x y h.
CS5500 Computer Graphics March 22, Angel: Interactive Computer Graphics 3E © Addison-Wesley 2002 Coordinate-Free Geometry When we learned simple.
Now Playing: My Mathematical Mind Spoon From Gimme Fiction Released May 10, 2005.
CSCE 590E Spring 2007 Basic Math By Jijun Tang. Applied Trigonometry Trigonometric functions  Defined using right triangle  x y h.
Computer Graphics CSC 630 Lecture 2- Linear Algebra.
Representation CS4395: Computer Graphics 1 Mohan Sridharan Based on slides created by Edward Angel.
PHYS 218 sec Review Chap. 1. Caution This presentation is to help you understand the contents of the textbook. Do not rely on this review for.
Geometric Objects and Transformations Geometric Entities Representation vs. Reference System Geometric ADT (Abstract Data Types)
By: Suhas Navada and Antony Jacob
2IV60 Computer Graphics Basic Math for CG
CHS Physics Multiplying Vectors. Three Possibilities 1. Multiplying a Vector by a Scalar 2. Multiplying Vector by a Vector 1. Scalar Product 2. Vector.
1 Matrix Math ©Anthony Steed Overview n To revise Vectors Matrices n New stuff Homogenous co-ordinates 3D transformations as matrices.
Mathematical Fundamentals
Computer Graphics: Programming, Problem Solving, and Visual Communication Steve Cunningham California State University Stanislaus and Grinnell College.
CS 450: Computer Graphics REVIEW: OVERVIEW OF POLYGONS
Graphics CSE 581 – Interactive Computer Graphics Mathematics for Computer Graphics CSE 581 – Roger Crawfis (slides developed from Korea University slides)
6.837 Linear Algebra Review Patrick Nichols Thursday, September 18, 2003.
Patrick Nichols Thursday, September 18, Linear Algebra Review.
Chapter 4.1 Mathematical Concepts
Geometric Transformation. So far…. We have been discussing the basic elements of geometric programming. We have discussed points, vectors and their operations.
Intro to 3D Models Angel Angel: Interactive Computer Graphics5E © Addison-Wesley
6.837 Linear Algebra Review Patrick Nichols Thursday, September 18, 2003.
1 Math Review Coordinate systems 2-D, 3-D Vectors Matrices Matrix operations.
Shivkumar Kalyanaraman Rensselaer Polytechnic Institute 1 : “shiv rpi” Linear Algebra A gentle introduction Linear Algebra has become as basic and as applicable.
Mathematics for Graphics. 1 Objectives Introduce the elements of geometry  Scalars  Vectors  Points Develop mathematical operations among them in a.
CS 325 Introduction to Computer Graphics 02 / 17 / 2010 Instructor: Michael Eckmann.
CS 376 Introduction to Computer Graphics 02 / 16 / 2007 Instructor: Michael Eckmann.
Overview Definitions Basic matrix operations (+, -, x) Determinants and inverses.
6.837 Linear Algebra Review Rob Jagnow Monday, September 20, 2004.
16/5/ :47 UML Computer Graphics Conceptual Model Application Model Application Program Graphics System Output Devices Input Devices API Function.
C O M P U T E R G R A P H I C S Guoying Zhao 1 / 52 C O M P U T E R G R A P H I C S Guoying Zhao 1 / 52 Computer Graphics Three-Dimensional Graphics I.
Robot Kinematics: Position Analysis 2.1 INTRODUCTION  Forward Kinematics: to determine where the robot ’ s hand is? (If all joint variables are known)
Background Mathematics Aaron Bloomfield CS 445: Introduction to Graphics Fall 2006.
1 Graphics CSCI 343, Fall 2015 Lecture 10 Coordinate Transformations.
Matrices: Simplifying Algebraic Expressions Combining Like Terms & Distributive Property.
University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2016 Tamara Munzner Math Basics Week 1, Fri.
Computer Graphics Matrices
Honours Graphics 2008 Session 2. Today’s focus Vectors, matrices and associated math Transformations and concatenation 3D space.
1 Representation. 2 Objectives Introduce concepts such as dimension and basis Introduce coordinate systems for representing vectors spaces and frames.
CSCE 552 Fall 2012 Math By Jijun Tang. Applied Trigonometry Trigonometric functions  Defined using right triangle  x y h.
 An image is the new figure, and the preimage is the original figure  Transformations-move or change a figure in some way to produce an image.
CS 450: COMPUTER GRAPHICS TRANSFORMATIONS SPRING 2015 DR. MICHAEL J. REALE.
Computer Graphics Mathematical Fundamentals Lecture 10 Taqdees A. Siddiqi
Linear Algebra Review Tuesday, September 7, 2010.
Chapter 4.1 Mathematical Concepts. 2 Applied Trigonometry "Old Henry And His Old Aunt" Defined using right triangle  x y h.
Objectives Introduce standard transformations Introduce standard transformations Derive homogeneous coordinate transformation matrices Derive homogeneous.
CSE 167 [Win 17], Lecture 2: Review of Basic Math Ravi Ramamoorthi
Vectors for Calculus-Based Physics
12-1 Organizing Data Using Matrices
Mathematics for Computer Graphics
Computer Graphics CC416 Week 15 3D Graphics.
Matrix Operations.
CSC461: Lecture 12 Geometry Objectives
Vectors for Calculus-Based Physics
Vectors for Calculus-Based Physics
Chapter II Mathematics: Basics
Vectors & Equilibrium Sara sultan 07/04/2019.
PPT&Programs
Linear Algebra A gentle introduction
Math review - scalars, vectors, and matrices
Game Programming Algorithms and Techniques
Presentation transcript:

Math Fundamentals Maths revisit

Overview Vectors Coordinate systems Matrices Homogenous coordinates Lines Planes

Vector Used to represent In graphics, usually 2D, 3D, 4D quantities Points in space E.g. locations of objects, vertices of a triangle mesh Spatial directions E.g. orientation of the camera, surface normals In graphics, usually 2D, 3D, 4D quantities Quantity with direction and magnitude E.g. if we connect two points with a directed line segment Directed line segment has magnitude (its length) and direction (its orientation) No fixed position

Vectors Representation Vector operations Scalar multiplication Can have their lengths altered by multiplying with real numbers

Vectors Vector operations (cont.) Vector addition and subtraction Can combine using head-to-tail rule Inverse/negate

Vectors Can use a vector to move from one point to another (point-vector addition): P = Q + v Any two points define a vector from one point to the second (point-point subtraction): v = P – Q Unit vector Vector of magnitude = 1 normalisation

Vectors Vectors operations (cont.) Dot product E.g. [ax ay az ] • [bx by bz ] = axbx + ayby + azbz

Vectors Vectors operations (cont.) Vector cross product 3D vectors only Cross product results in a vector Length of resulting vector

Coordinate Systems Need a frame of reference to relate points and objects to our physical world E.g. where is a point? Can’t answer without a reference system

Coordinate Systems Handedness of the system Determined by Thumb: + x-axis Index finger: + y-axis Middle finger: + z-axis OpenGL: right-handed system DirectX: left-handed system

Matrices Transformations are central to 3D graphics Matrices Almost every pipeline stage involves a change of coordinate system Moving from one coordinate system to another requires the use of transformation matrices Matrices Rectangular grid of numbers arranged in rows and columns Dimensions rows x columns

Matrices Square matrices Same number of rows and columns Diagonal elements Elements where row and column index the same Identity matrix Diagonal elements = 1, all others 0 In some ways, what is 1 is for scalars M-1 M = I MI = IM = M

Matrices Transposition Flip the matrix diagonally Multiplying a matrix with a scalar

Matrices Multiplying two matrices AB ≠ BA AI = IA = A

Matrices Multiplying two matrices (cont.)

Matrices Multiplying two matrices (cont.)

Matrices Multiplying two matrices (cont.)

Homogenous Coordinates Homogenous coordinates are key to all computer graphics systems Points are typically represented by (x,y) or (x,y,z) Add a 3rd or 4th coordinate, w All standard transformations (rotation, translation, scaling) can be implemented with matrix multiplication using 3 x 3 or 4 x 4 matrices Hardware pipeline works with 4-dimensional representations

Lines and Rays A line extends infinitely in two directions A line segment is a finite portion of a line that has two endpoints A ray is half of a line that has an origin and extends infinitely in one direction Sometimes defined as a directed line segment (finite length)

Lines and Rays Parametric definition of a line segment with endpoints (x0, y0) and (x1, y1) x(t) = x0 + t ∆x y(t) = y0 + t ∆y In vector notation, p(t) = p0 + td Straightforward extension of r3D, add z(t) The ray starts at point p0 : (x0, y0, z0). p0 contains information about the position of the ray 0 ≤ t ≤ 1 ∆x = (x1 – x0) ∆y = (y1 – y0)

Plane A plane is a flat surface (3D), has no thickness, extends infinitely Equation of a plane ax + by + cz + d = 0 p = (x, y, z) A 3D point on a plane n = (a, b, c) Normal vector, perpendicular to the plane n.p + d = 0