CSC461: Lecture 12 Geometry Objectives

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Presentation transcript:

CSC461: Lecture 12 Geometry 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

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

Coordinate-Free Geometry When we learned simple geometry, most of us started with a Cartesian approach Points were at locations in space p=(x,y,z) We derived results by algebraic manipulations involving these coordinates This approach was nonphysical Physically, points exist regardless of the location of an arbitrary coordinate system Most geometric results are independent of the coordinate system Euclidean geometry: two triangles are identical if two corresponding sides and the angle between them are identical

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 under the ordinary rules with which we are familiar Scalars alone have no geometric properties

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

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 v -v v u w

Linear Vector Spaces Mathematical system for manipulating vectors Operations Scalar-vector multiplication u=v Vector-vector addition: w=u+v Expressions such as v=u+2w-3r Make sense in a vector space

Vectors Lack Position These vectors are identical Same length and magnitude Vectors spaces insufficient for geometry Need points

Points Location in space Operations allowed between points and vectors Point-point subtraction yields a vector Equivalent to point-vector addition P=v+Q v=P-Q

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)

Lines 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

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

Rays and Line Segments If a >= 0, then P(a) is the ray leaving P0 in the direction d If we use two points to define v, then P( a) = Q + a (R-Q)=Q+av =aR + (1-a)Q For 0<=a<=1 we get all the points on the line segment joining R and Q

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 Q

Affine Sums Consider the “sum” P=a1P1+a2P2+…..+anPn Can show by induction that this sum makes sense iff a1+a2+…..an=1 in which case we have the affine sum of the points P1,P2,…..Pn If, in addition, ai>=0, we have the convex hull of P1,P2,…..Pn

Convex Hull Smallest convex object containing P1,P2,…..Pn Formed by “shrink wrapping” points

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)

Planes A plane be determined by a point and two vectors or by three points P(a,b)=R+au+bv P(a,b)=R+a(Q-R)+b(P-Q)

Triangles convex sum of S(a) and R convex sum of P and Q for 0<=a,b<=1, we get all points in triangle

Normals Every plane has a vector n normal (perpendicular, orthogonal) to it From point-two vector form P(a,b)=R+au+bv, we know we can use the cross product to find n = u  v and the equivalent form (P(a)-P)  n=0