Chapter II Mathematics: Basics

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Presentation transcript:

Chapter II Mathematics: Basics

Matrices and Vectors This chapter delivers an explicit presentation of the basic mathematical techniques, which are needed throughout this book. m×n matrix If m = n, the matrix is called square. Matrix-matrix multiplication If A’s dimension is l×m and B’s dimension is m×n, AB is an l×n matrix.

Matrices and Vectors (cont’d) The typical representation of a 2D vector, (x,y), or a 3D vector, (x,y,z), is called a row vector. Instead, we can use a column vector: Matrix-vector multiplication Transpose denoted by MT A different way of matrix-vector multiplication Whereas OpenGL uses the column vectors and the vector-on-the-right representation for matrix-vector multiplication, Direct3D uses the row vectors and the vector-on-the-left representation.

Matrices and Vectors (cont’d) Identity matrix denoted by I For any matrix M, MI = IM = M. If two square matrices A and B are multiplied to return an identity matrix, i.e., AB = I, B is called the inverse of A and is denoted by A-1. By the same token, A is the inverse of B. Theorems (AB)-1 = B-1A-1 (AB)T = BTAT

Matrices and Vectors (cont’d) Consider the coordinates of a 2D vector, v: Its length denoted by ||v|| Dividing a vector by its length is called normalization. Such a normalized vector is called the unit vector since its length is 1. The same applies to a 3D vector.

Coordinate System and Basis Coordinate system = origin + basis In the 2D space, every vector can be defined as a linear combination of basis vectors. Consider (3,5) for the following three examples. An orthonormal basis is an orthogonal set of unit vectors. Throughout this book, we use the terms coordinate system and space interchangeably. orthonormal standard non-orthonormal non-standard orthonormal non-standard

Coordinate System and Basis (cont’d) 3D standard basis, {e1, e2, e3}, where e1=(1,0,0), e2=(0,1,0), and e3=(0,0,1). It is also orthonormal. Of course, we can imagine non-standard orthonormal bases. All 2D and 3D bases presented from now on will be orthonormal.

Dot Product Given two n-dimensional vectors, a and b, whose coordinates are (a1, a2, .. , an) and (b1, b2, .. , bn), respectively, their dot product ab is defined to be a1b1+a2b2+ .. +anbn. When the angle between a and b is denoted as θ, ab can be also defined as ‖a‖‖b‖cosθ. If a and b are perpendicular to each other, ab = 0. If θ is an acute angle, ab > 0. If θ is an obtuse angle, ab < 0.

Dot Product (cont’d) Note that, if v is a unit vector, v·v = 1. An orthonormal basis has an interesting and useful feature. In the 2D standard basis, {e1, e2} e1·e1=1 and e2·e2=1 e1·e2=0 and e2·e1=0. In the 3D standard basis, {e1, e2, e3}, a similar observation is made. If i=j, ei·ej=1. Otherwise, ei·ej=0. This feature applies to every orthonormal basis.

Cross Product The cross product takes as input two 3D vectors, a and b, and returns another 3D vector which is perpendicular to both a and b. It’s denoted by a×b and its direction is defined by the right-hand rule. The length of a×b equals the area of the parallelogram that a and b span: ‖a‖‖b‖sinθ. The right-hand rule implies that the direction of b×a is opposite to that of a×b, i.e., b×a = -a×b, but their lengths are the same. In this sense, the cross product operation is called anti-commutative. [wikipedia.org]

Cross Product (cont’d) If a=(ax, ay, az) and b=(bx, by, bz), a×b=(aybz-azby, azbx-axbz, axby-aybx).

Line, Ray, and Linear Interpolation A line defined by two end points, p0 and p1: p(t) = p0 + t(p1 - p0) If t is in [-,], p(t) is an infinite line. If [0,], p(t) is a ray, which starts from p0 and is infinitely extended along the direction vector, p1 - p0 . When t is restricted to [0,1], p(t) represents the line segment, which corresponds to the linear interpolation of p0 and p1. It is a weighted sum of p0 and p1.

Line, Ray, and Linear Interpolation (cont’d) Linear interpolation in 3D space Whatever attributes are associated with the end points, they can be linearly interpolated. Suppose that the endpoints are associated with colors c0 and c1, respectively, where c0 = (R0, G0, B0) and c1 = (R1, G1, B1). Then, the color c(t) is defined as follows: