Vector Calculus Mengxia Zhu Fall 2007. Objective Review vector arithmetic Distinguish points and vectors Relate geometric concepts to their algebraic.

Slides:



Advertisements
Similar presentations
Computer Graphics - Geometry & Representation -
Advertisements

Vectors, Points, Lines and Planes Jim Van Verth Lars M. Bishop
10.2 Vectors and Vector Value Functions
VECTORS IN A PLANE Pre-Calculus Section 6.3.
CS 450: COMPUTER GRAPHICS LINEAR ALGEBRA REVIEW SPRING 2015 DR. MICHAEL J. REALE.
Coordinatate systems are used to assign numeric values to locations with respect to a particular frame of reference commonly referred to as the origin.
Euclidean m-Space & Linear Equations Euclidean m-space.
Informationsteknologi Wednesday, November 7, 2007Computer Graphics - Class 51 Today’s class Geometric objects and transformations.

GEOMETRY Chapter 3: Angle Pairs, Lines and Planes
10.4 MINIMAL PATH PROBLEMS 10.5 MAXIMUM AND MINIMUM PROBLEMS IN MOTION AND ELSEWHERE.
Chapter 4.1 Mathematical Concepts
Chapter 4.1 Mathematical Concepts. 2 Applied Trigonometry Trigonometric functions Defined using right triangle  x y h.
CS 4731: Computer Graphics Lecture 6: Points, Scalars and Vectors Emmanuel Agu.
University of North Carolina at Greensboro
CSCE 590E Spring 2007 Basic Math By Jijun Tang. Applied Trigonometry Trigonometric functions  Defined using right triangle  x y h.
Vectors.
Chapter 3: VECTORS 3-2 Vectors and Scalars 3-2 Vectors and Scalars
VECTORS AND THE GEOMETRY OF SPACE Vectors VECTORS AND THE GEOMETRY OF SPACE In this section, we will learn about: Vectors and their applications.
Scalar and Vector Fields
Section 9.2 Vectors Goals Goals Introduce vectors. Introduce vectors. Begin to discuss operations with vectors and vector components. Begin to discuss.
VECTORS AND THE GEOMETRY OF SPACE 12. VECTORS AND THE GEOMETRY OF SPACE A line in the xy-plane is determined when a point on the line and the direction.
11 Analytic Geometry in Three Dimensions
Chapter 3. Vector 1. Adding Vectors Geometrically
Copyright © Cengage Learning. All rights reserved. 10 Analytic Geometry in Three Dimensions.
Vectors and the Geometry of Space
Chapter 3 Vectors.
Chapter 9-Vectors Calculus, 2ed, by Blank & Krantz, Copyright 2011 by John Wiley & Sons, Inc, All Rights Reserved.
Phys211C1V p1 Vectors Scalars: a physical quantity described by a single number Vector: a physical quantity which has a magnitude (size) and direction.
Computer Graphics: Programming, Problem Solving, and Visual Communication Steve Cunningham California State University Stanislaus and Grinnell College.
Vectors Tools for Graphics.  To review vector arithmetic, and to relate vectors to objects of interest in graphics.  To relate geometric concepts to.
Vectors Measured quantity with Magnitude and Direction. Example: The wind velocity of 30 knots North The wind velocity of 30 knots North The weight of.
Graphics CSE 581 – Interactive Computer Graphics Mathematics for Computer Graphics CSE 581 – Roger Crawfis (slides developed from Korea University slides)
Math Primer for CG Ref: Interactive Computer Graphics, Chap. 4, E. Angel.
Chapter 4.1 Mathematical Concepts
Geometry CSC 2141 Introduction to Computer Graphics.
1 Geometry. 2 Objectives Introduce the elements of geometry ­Scalars ­Vectors ­Points Develop mathematical operations among them in a coordinate-free.
1.1 – 1.2 The Geometry and Algebra of Vectors.  Quantities that have magnitude but not direction are called scalars. Ex: Area, volume, temperature, time,
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.
Mathematics for Graphics. 1 Objectives Introduce the elements of geometry  Scalars  Vectors  Points Develop mathematical operations among them in a.
Vectors and the Geometry of Space 9. Vectors 9.2.
Copyright © Cengage Learning. All rights reserved. 12 Vectors and the Geometry of Space.
Vector Tools for Computer Graphics
Chapter 3 Vectors. Vector quantities  Physical quantities that have both numerical and directional properties Mathematical operations of vectors in this.
Coordinate Systems and Coordinate Frames  vector v = (3, 2, 7)  point P = (5, 3, 1)  coordinate frame consists of a specific point, V, called the origin,
Chapter 3 Vectors. Vectors – physical quantities having both magnitude and direction Vectors are labeled either a or Vector magnitude is labeled either.
1 Graphics CSCI 343, Fall 2015 Lecture 9 Geometric Objects.
CSCE 552 Fall 2012 Math By Jijun Tang. Applied Trigonometry Trigonometric functions  Defined using right triangle  x y h.
Basic Theory (for curve 01). 1.1 Points and Vectors  Real life methods for constructing curves and surfaces often start with points and vectors, which.
Physics and Physical Measurement Topic 1.3 Scalars and Vectors.
Computer Graphics I, Fall 2010 Geometry.
Chapter 3 Lecture 5: Vectors HW1 (problems): 1.18, 1.27, 2.11, 2.17, 2.21, 2.35, 2.51, 2.67 Due Thursday, Feb. 11.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Computer Graphics Mathematical Fundamentals Lecture 10 Taqdees A. Siddiqi
Chapter 4.1 Mathematical Concepts. 2 Applied Trigonometry "Old Henry And His Old Aunt" Defined using right triangle  x y h.
Vectors in the Plane 8.3 Part 1. 2  Write vectors as linear combinations of unit vectors.  Find the direction angles of vectors.  Use vectors to model.
Graphics Graphics Korea University kucg.korea.ac.kr Geometric Primitives 고려대학교 컴퓨터 그래픽스 연구실.
12 A VECTORS AND SCALARS 12 B GEOMETRIC OPERATIONS HOMEWORK: VIEW POWER POINT BEFORE NEXT CLASS.
Vector 2.
Math Fundamentals Maths revisit.
2 Vectors In 2-space And 3-space
CSC461: Lecture 12 Geometry Objectives
Lecture 03: Linear Algebra
2 Vectors in 2-space and 3-space
Rayat Shikshan Sanstha’s S.M.Joshi College, Hadapsar -28
11 Vectors and the Geometry of Space
CHAPTER 3 VECTORS NHAA/IMK/UNIMAP.
Presentation transcript:

Vector Calculus Mengxia Zhu Fall 2007

Objective Review vector arithmetic Distinguish points and vectors Relate geometric concepts to their algebraic representation Describe point, line, and planes Exploit the dot product and cross product and their applications in Graphics

Basic Entities Coordinate system: has an origin and some mutually perpendicular axes emanating from the origin. Point P: a location in space Vector v : with length and direction, physical entities, such as force, and velocity. Vector has no fixed location, seen as points displacement x y z z x y Left-hand system Right-hand system P Q V V=Q-P {2, 3, 9}

Vector-scalar multiplication Multiplication gives a vector Has the same direction as that of v 2.5v -v-v Vector permits two fundamental operations: add them, multiply them with real number

Vector addition Sum of two vectors Subtraction of two vectors Adding and subtraction of corresponding components of two vectors gives a new vector v1 v1+v2 v2 v1 v2 v1-v2 v1 v1+v2 v2 v1 v2 v1-v2

Linear Combination and Affine Combination A linear combination of vectors  W = a 1 v 1 +a 2 v 2 + a 3 v 3 +…+a n v n: all weights are scalars. A linear combination is affine combination of vectors if the sum of all coefficients add up to unity. A convex combination poses a further restriction on affine combination. Not only must the coefficients sum to unit, but each must also be non-negative

Linear Combination of Vectors The combination is Convex if the coefficients sum to 1, and are not negative. Partition of unit v1v1 v2v2 v =(1- a)v 1 + a v 2 = V1+a(V2-V1) v1v1 v2v2 v3v3 v = a 1 v 1 + a 2 v 2 + (1-a 1 -a 2 )v 3 a(V2-V1)

Normalize a vector v is represented by n-tuple ( v 1,v 2,…v n ) Magnitude (length): the distance from the tail to the head. Normalization: Scale a vector to have a unity length, unit vector

Point-vector addition Subtraction of two points P and Q gives a vector v: v=P-Q Adding a vector v to point Q gives a point K: K=Q+u P Q u K v

Dot product Dot product between vector v and vector u gives a scalar If u and v are orthogonal, the dot product equals zero. (a1,a2) dot (b1,b2) = a1xb1 + a2xb2 The most important application of the dot product is to find the angle between two vectors or between two intersecting lines. u v

The Angle between Two Vectors Hence, dot product varies as the cosine of the angle from u to v. u v v u v u v u

Cross Product a = (a1, a2, a3), b=(b1, b2, b3) a x b = ( a2b3 –a3b2), (a3b1-a1b3), (a1b2 – a2b1)

Cross Product Cross product between vector v and u gives a vector n is a unit vector perpendicular to both u and v. Follow the right-hand rule u and v are parallel if The length of the cross product equals the area of the parallelogram determined by u and v v u v x u u x v

Operation Calculation

Homogeneous representation Revisit coordinate frame system Ordinary coordinate system, points and vectors are represented the same. However, they are quite different. Points have location, no direction and size. Vector has no location, but with direction and size.

Homogeneous representation cont Represent both points and vector using the same set of basic underlying objects, One of the hallmarks of computer graphics, keep straight the distinction between points and vectors with a compact notation. Easy to program… We view point’s location as an offset from the origin by a certain amount

Homogeneous representation. OpenGL uses 4D homogeneous coordinates for all its vertices. To go from ordinary to homogenous coordinates, if the object is a point, append a 1, if the object is a vector, append a 0. Point: (x,y,z,1)Vector: (x,y,z,0)

Line A line is defined by two points. It is infinite in length and extending forever in both directions. A line segment is defined by two endpoints. A ray is semi-infinite, specified by a starting point and a direction. C B C B C B

Parametric Representation Line When t varies, the point P trace out all of the points on the line defined by C and B. C B t<0 t=0 t=1 t>1 L

Parametric Plane Heavy use of polygons in 3D graphics, planes seem to appear everywhere.  Three point form  Parametric representation  Point normal form

Parametric form Equation Given any values of s and t, we can identify the corresponding point on the plane. C b a B A

Three point form of Plane Given three points A, B, and C. We rewrite the parametric form: Affine combination of points:

Point Normal form Plane can be specified by a single point B, that lies within it and direction n, normal to the plane. Normal n is perpendicular to any line lying in the plane. R is any point on the plane, it satisfies: B n

Tweening for Art and Animation The affine combination of points P = A(1-t) + Bt, performs a linear interpolation between the points A and B. Interesting animation can be created that show one figure being “tweened” into another. The procedure if simplest if the two figures are polylines based on the same number of points.

Tweening void drawTween ( Point A[], Point B[], int n, float t) { for (int i= 0; i< n; i++) { Point p; P = Tween(A[i], B[i], t); if ( i == 0 ) moveTo (Px, Py); else lineTo (Px, Py); }