University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2016 Tamara Munzner Math Basics Week 1, Fri.

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Presentation transcript:

University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2016 Tamara Munzner Math Basics Week 1, Fri Jan 8

2 Readings For Lecture Shirley/Marschner (3 rd edition) Ch 2: Miscellaneous Math, Sec Ch 5: Linear Algebra, Sec Gortler Ch 2: Linear, Sec 2.1 – 2.4

Vectors and Matrices 3

4 Notation: Scalars, Vectors, Matrices scalar (lower case, italic) vector (lower case, bold) matrix (upper case, bold)

5 Vectors arrow: length and direction oriented segment in nD space offset / displacement location if given origin

6 Column vs. Row Vectors row vectors column vectors switch back and forth with transpose

7 Vector-Vector Addition add: vector + vector = vector parallelogram rule tail to head, complete the triangle geometricalgebraic examples:

8 Vector-Vector Subtraction subtract: vector - vector = vector

9 Vector-Vector Subtraction subtract: vector - vector = vector argument reversal

10 Scalar-Vector Multiplication multiply: scalar * vector = vector vector is scaled

11 Vector-Vector Multiplication: Dot multiply v1: vector * vector = scalar dot product, aka inner product

12 Vector-Vector Multiplication: Dot multiply v1: vector * vector = scalar dot product, aka inner product

13 Vector-Vector Multiplication: Dot multiply v1: vector * vector = scalar dot product, aka inner product geometric interpretation lengths, angles can find angle between two vectors

14 Dot Product Geometry can find length of projection of u onto v as lines become perpendicular,

15 Dot Product Example

16 Vector-Vector Multiplication, Cross multiply v2: vector * vector = vector cross product algebraic

17 Vector-Vector Multiplication, Cross multiply v2: vector * vector = vector cross product algebraic 1 2 3

18 Vector-Vector Multiplication, Cross multiply v2: vector * vector = vector cross product algebraic geometric parallelogram area perpendicular to parallelogram

19 RHS vs. LHS Coordinate Systems right-handed coordinate system left-handed coordinate system right hand rule: index finger x, second finger y; right thumb points up left hand rule: index finger x, second finger y; left thumb points down convention

20 Matrix-Matrix Addition add: matrix + matrix = matrix example

21 Scalar-Matrix Multiplication multiply: scalar * matrix = matrix example

22 Matrix-Matrix Multiplication can only multiply (n,k) by (k,m): number of left cols = number of right rows legal undefined

23 Matrix-Matrix Multiplication row by column

24 Matrix-Matrix Multiplication row by column

25 Matrix-Matrix Multiplication row by column

26 Matrix-Matrix Multiplication row by column

27 Matrix-Matrix Multiplication row by column noncommutative: AB != BA

28 Matrix-Vector Multiplication points as column vectors: postmultiply points as row vectors: premultiply

29 Matrices transpose identity inverse not all matrices are invertible

30 Matrices and Linear Systems linear system of n equations, n unknowns matrix form Ax=b

Basis Vectors and Frames 31

32 Basis Vectors take any two vectors that are linearly independent (nonzero and nonparallel) can use linear combination of these to define any other vector:

33 Orthonormal Basis Vectors if basis vectors are orthonormal: orthogonal (mutually perpendicular) and unit length we have Cartesian coordinate system familiar Pythagorean definition of distance orthonormal algebraic properties

34 Basis Vectors and Origins coordinate system: just basis vectors can only specify offset: vectors coordinate frame: basis vectors and origin can specify location as well as offset: points

35 Working with Frames F1F1F1F1 F1F1F1F1

36 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1)

37 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1) F1F1F1F1

38 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1) F2F2F2F2 F2F2F2F2

39 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1) F2F2F2F2 p = (-1.5,2) F2F2F2F2

40 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1) F2F2F2F2 p = (-1.5,2) F2F2F2F2 F2F2F2F2

41 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1) F2F2F2F2 p = (-1.5,2) F3F3F3F3 F2F2F2F2 F3F3F3F3

42 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1) F2F2F2F2 p = (-1.5,2) F3F3F3F3 p = (1,2) F2F2F2F2 F3F3F3F3

43 Working with Frames F1F1F1F1 p = (3,-1) F2F2F2F2 p = (-1.5,2) F3F3F3F3 p = (1,2) F1F1F1F1 F2F2F2F2 F3F3F3F3 F3F3F3F3

44 Named Coordinate Frames origin and basis vectors pick canonical frame of reference then don’t have to store origin, basis vectors just convention: Cartesian orthonormal one on previous slide handy to specify others as needed airplane nose, looking over your shoulder,... really common ones given names in CG object, world, camera, screen,...