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PPT&Programs http://211.87.235.32/share/ComputerGraphics/

Shandong University Software College Geometry Shandong University Software College

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

Geometry in Computer Graphics

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

Scalars 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)(结合律、交换律、逆) Examples include the real and complex number systems 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 v

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(三角形法则) v w v v w v -v u u

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

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 y x v =(x, y)

Points Location in space Operations allowed between points and vectors Point-point subtraction yields a vector Equivalent to point-vector addition y x P= (x, y) v=P-Q 等价地,点与向量相加得到新点 P=v+Q

Affine Spaces Point + a vector space Operations Vector-vector addition -> vector Scalar-vector multiplication ->vector Point-vector addition -> point Scalar-scalar operations -> scalar

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) = (1-a)x0 + ax1 y(a) = (1-a)y0 + ay1 x1 1 a x0

Affine sum 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 P S S Q Q not convex convex

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

Dot & Cross Products The Vector Dot Product Given two n-dimensional vectors [x1 ,x2 , …, xn]T and [y1 ,y2 , …, yn]T, define their inner product( dot product) to be x1y1+ … + xnyn. The dot product of vectors v and w is generally denoted by v . w The length of a vector v is . We denote this length by ||v|| The distance between P and Q is the length of the vector Q - P

Dot & Cross Products Properties of the Dot Product U Ɵ V |U|cosƟ Symmetric: v . w = w . v Nondegenerate: v . v = 0 <==> v =0 Bilinear: v . (u+ aw) = v . u + a (v . w ) Normalizing a vector( generate vectors whose length is 1, unit vector): The angle between the vectors v and w is: V U Ɵ |U|cosƟ 两个向量点乘,如果一个向量是单位向量,则乘积是另一个向量在该向量上的投影

Dot & Cross Products Cross product: v=[v1 ,v2 ,v3 ]t and w=[w1 ,w2 ,w3 ]t The vector denoted by v*w has the property that it is perpendicular to the plane defined by v and w, Its length is the product ||v||*||w||*|sin A| , where A is the angle between v and w. Right Hand Coordinate System

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 can be defined by a point and two vectors or by three points P v Q u R R P(a,b)=R+au+bv P(a,b)=R+a(Q-R)+b(P-R)

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)=P0+au+bv, we know we can use the cross product to find n = u  v and the equivalent form (P(a)-P0)  n=0 u v P0

Geometry Primitive

Linear Independence A set of vectors v1, v2, …, vn is linearly independent if a1v1+a2v2+.. anvn=0 iff a1=a2=…=0 If a set of vectors is linearly independent, we cannot represent one in terms of the others If a set of vectors is linearly dependent, as least one can be written in terms of the others 坐标系三个坐标轴 线性无关

Dimension In a vector space, the maximum number of linearly independent vectors is fixed and is called the dimension of the space In an n-dimensional space, any set of n linearly independent vectors form a basis for the space Given a basis v1, v2,…., vn, any vector v can be written as v=a1v1+ a2v2 +….+anvn where the {ai} are unique

Representation Until now we have been able to work with geometric entities without using any frame of reference, such as a coordinate system Need a frame of reference to relate points and objects to our physical world. For example, where is a point? Can’t answer without a reference system World coordinates Camera coordinates

Coordinate Systems Consider a basis v1, v2,…., vn A vector is written v=a1v1+ a2v2 +….+anvn The list of scalars {a1, a2, …. an}is the representation of v with respect to the given basis We can write the representation as a row or column array of scalars 标量组{α1, α2 , …,αn}就称为v相对于给定基的表示 a=[a1 a2 …. an]T=

Example v=2v1+3v2-4v3 a=[2 3 –4]T Note that this representation is with respect to a particular basis For example, in OpenGL we start by representing vectors using the object basis but later the system needs a representation in terms of the camera or eye basis 注意上述表示是相对一个特定的基而言的 例如,在OpenGL中刚开始是相对于世界坐标系表示向量的,稍后要把这个表示变换到照相机坐标系(或者称为视点坐标系)中

Coordinate Systems Which is correct? Both are because vectors have no fixed location v v 左图画法仅仅在仿射空间有意义,矢量空间没有点的概念,所以我们无法区分左右两图

Frames A coordinate system is insufficient to represent points If we work in an affine space we can add a single point, the origin, to the basis vectors to form a frame v2 v1 O v3

Representation in a Frame Frame determined by (P0, v1, v2, v3) Within this frame, every vector can be written as v=a1v1+ a2v2 +….+anvn Every point can be written as P = P0 + b1v1+ b2v2 +….+bnvn

Confusing Points and Vectors Consider the point and the vector P = P0 + b1v1+ b2v2 +….+bnvn v=a1v1+ a2v2 +….+anvn They appear to have the similar representations p=[b1 b2 b3] v=[a1 a2 a3] which confuses the point with the vector A vector has no position v p v Vector can be placed anywhere point: fixed

A Single Representation If we define 0•P = 0 and 1•P =P then we can write v=a1v1+ a2v2 +a3v3 = [a1 a2 a3 0 ] [v1 v2 v3 P0] T P = P0 + b1v1+ b2v2 +b3v3= [b1 b2 b3 1 ] [v1 v2 v3 P0] T Thus we obtain the four-dimensional homogeneous coordinate representation v = [a1 a2 a3 0 ] T p = [b1 b2 b3 1 ] T

Homogeneous Coordinates The homogeneous coordinates form for a three dimensional point [x y z] is given as p =[x’ y’ z’ w] T =[wx wy wz w] T We return to a three dimensional point (for w0) by xx’/w yy’/w zz’/w If w=0, the representation is that of a vector Note that homogeneous coordinates replaces points in three dimensions by lines through the origin in four dimensions For w=1, the representation of a point is [x y z 1]

Homogeneous Coordinates and Computer Graphics Homogeneous coordinates are key to all computer graphics systems All standard transformations (rotation, translation, scaling) can be implemented with matrix multiplications using 4 x 4 matrices Hardware pipeline works with 4 dimensional representations For orthographic viewing, we can maintain w=0 for vectors and w=1 for points For perspective we need a perspective division

Change of Coordinate Systems Consider two representations of a the same vector with respect to two different bases. The representations are a=[a1 a2 a3 ] b=[b1 b2 b3] where v=a1v1+ a2v2 +a3v3 = [a1 a2 a3] [v1 v2 v3] T =b1u1+ b2u2 +b3u3 = [b1 b2 b3] [u1 u2 u3] T

Representing second basis in terms of first Each of the basis vectors, u1,u2, u3, are vectors that can be represented in terms of the first basis v u1 = g11v1+g12v2+g13v3 u2 = g21v1+g22v2+g23v3 u3 = g31v1+g32v2+g33v3

Matrix Form a=MTb The coefficients define a 3 x 3 matrix and the bases can be related by see text for numerical examples M = a=MTb

Change of Frames u2 u1 v2 Q0 P0 v1 u3 v3 Consider two frames: We can apply a similar process in homogeneous coordinates to the representations of both points and vectors Any point or vector can be represented in either frame We can represent Q0, u1, u2, u3 in terms of P0, v1, v2, v3 u2 u1 v2 Consider two frames: (P0, v1, v2, v3) (Q0, u1, u2, u3) Q0 P0 v1 u3 v3

Representing One Frame in Terms of the Other Extending what we did with change of bases u1 = g11v1+g12v2+g13v3 u2 = g21v1+g22v2+g23v3 u3 = g31v1+g32v2+g33v3 Q0 = g41v1+g42v2+g43v3 +g44P0 defining a 4 x 4 matrix M =

Working with Representations Within the two frames any point or vector has a representation of the same form w = a1v1 + a2 v2 + a3v3 + a4P0 a=[a1 a2 a3 a4 ] in the first frame  w = aTv b=[b1 b2 b3 b4 ] in the second frame w = bTu where a4 = b4 = 1 for points and a4 = b4 = 0 for vectors and The matrix M is 4 x 4 and specifies an affine transformation in homogeneous coordinates w=bTu = bTMv= aTv a=MTb

Affine Transformations Every linear transformation is equivalent to a change in frames Every affine transformation preserves lines However, an affine transformation has only 12 degrees of freedom because 4 of the elements in the matrix are fixed and are a subset of all possible 4 x 4 linear transformations

The World and Camera Frames When we work with representations, we work with n-tuples or arrays of scalars Changes in frame are then defined by 4 x 4 matrices In OpenGL, the base frame that we start with is the world frame Eventually we represent entities in the camera frame by changing the world representation using the model-view matrix Initially these frames are the same (M=I)

Moving the Camera If objects are on both sides of z=0, we must move camera frame M =