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Week 4 - Monday
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What did we talk about last time? Vectors
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The cross product of two vectors finds a vector that is orthogonal to both For 3D vectors u and v in an orthonormal basis, the cross product w is:
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Vectors can represents points or directions The norm of a vector gives its length The dot product of two vectors gives a measure of how much they point in the same direction A scalar! The cross product of two vectors gives a third vector, orthogonal to both of the original vectors
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A matrix M is a set of p x q scalars with each element named m ij, where 0 ≤ i ≤ p – 1 and 0 ≤ j ≤ q – 1 We display them as p rows and q columns
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The identity or unit matrix I is a square matrix whose diagonal is all ones with zeroes elsewhere
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We will be interested in a number of operations on matrices, including: Addition Scalar multiplication Transpose Trace Matrix-matrix multiplication Determinant Inverse
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Similar to vector addition, matrix-matrix addition gives as its result a new matrix made up of element by element additions The two matrices must be the same size
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Similar to scalar-vector multiplication, scalar-matrix addition results in a matrix where each element is multiplied by the scalar Properties 0M = 0 1M = M a(bM) = (ab)M a0 = 0 (a+b)M = aM + bM a(M + N) = aM + aN
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Transposing a matrix means exchanging its rows for columns It has the effect of mirroring the matrix around its diagonal (or close to it, if not square) Properties (aM) T = aM T (M + N) T = M T + N T (M T ) T = M (MN) T = N T M T
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The trace of a square matrix is the sum of its diagonal elements This is useful in defining quaternion conversions
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Multiplication MN is legal only if M is p x q and N is q x r Each row of M and each column of N are combined with a dot product and put in the corresponding row and column element
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Properties: (LM)N = L(MN) (L + M)N = LN + MN MI = IM = M Matrix-matrix multiplication is not commutative We can treat a vector as an n x 1 matrix and do matrix-vector multiplication similarly
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The determinant is a measure of the "magnitude" of a square matrix We'll focus on determinants for 2 x 2 and 3 x 3 matrices
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The subdeterminant or cofactor d ij of matrix M is the determinant of the (n – 1) x (n – 1) matrix formed when row i and column j are removed Below is d 02 for a 3 x 3 matrix M
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The adjoint of a matrix is a form useful for transforming surface normals We can also use the adjoint when finding the inverse of a matrix We need the subdeterminant d ij to define the adjoint The adjoint A of an arbitrary sized matrix M is: For a 3 x 3:
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For a square matrix M where |M| ≠ 0, there is a multiplicative inverse M -1 such that MM -1 = I For implicit inverse, we only need to find v in the equation u = Mv, done as follows: For cases up to 4 x 4, we can use the adjoint:
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For cases larger than 4 x 4, other methods are necessary: Gaussian elimination LU decomposition Fortunately, we never need more than 4 x 4 in graphics Properties of the inverse: (M -1 ) T = (M T ) -1 (MN) -1 = N -1 M -1
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A square matrix is orthogonal if and only if its transpose is its inverse MM T = M T M = I Lots of special things are true about an orthogonal matrix M |M| = ± 1 M -1 = M T M T is also orthogonal ||Mu|| = ||u|| Mu Mv iff u v If M and N are orthogonal, so is MN An orthogonal matrix is equivalent to an orthonormal basis of vectors lined up together
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Why do we often have vectors of 4 things or 4 x 4 matrices in graphics? We have points (locations) and vectors (directions) What's really confusing is that we represent them the same way (in what looks like a vector for both) We need to translate points but translation isn't meaningful for vectors A 3 x 3 matrix can rotate, scale, or shear, but it can't translate
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We add an extra value to our vectors It's a 0 if it’s a direction It's a 1 if it's a point Now we can do a rotation, scale, or shear with a matrix (with an extra row and column):
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Then, we multiply by a translation matrix (which doesn't affect a vector) We'll cover how we make the transforms we want starting Friday
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Geometric techniques Any trigonometry that seems useful
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Keep reading Appendix A Read Appendix B Keep working on Project 1, due Friday
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