Download presentation
1
Vector Tools for Computer Graphics
2
Vector Tools for Computer Graphics
Two branches of Mathematics Vector Analysis Transformation Why Vectors?
3
Basic Definitions Points specify location in space (or in the plane).
Vectors have magnitude and direction (like velocity). Points Vectors
4
Basics of Vectors v Vector as displacement:
v is a vector from point P to point Q. P v Q The difference between two points is a vector: v = Q - P Another way: The sum of a point and a vector is a point : P + v = Q v Q P
5
Multiplication be scalars
Operations on Vectors Two operations Addition a + b a = (3,5,8), b = (-1,2,-4) a + b = (2,7,4) Multiplication be scalars sa a = (3,-5,8), s = 5 5a = (15,-25,40) operations are done componentwise
6
Multiplication by scalar
Operations on vectors Addition a b a+ b a b a+ b Multiplication by scalar a 2a -a
7
Operations on vectors Subtraction a c -c a-c
8
Linear Combination of Vectors
Definition Linear combination of m vectors v1, v2, …, vm: w = a1v1 + a2 v2 + …+ amvm where a1,a2,…am are scalars. Types Affine Combination a1 + a2 + …+ am = 1 Examples: 3a + 2b - 4c (1- t)a + (t)b Convex Combination a1 + a2 + …+ am = 1 and ai ≥ 0, for i = 1,…m. Example: .3a + .2b + .5c
9
Convex Combination of Vectors
a(v2-v1) v3 v v1 v2 v1
10
The standard unit vectors: i = (1,0,0), j = (0,1,0) and k = (0,0,1)
Properties of vectors Length or size w = (w1,w2,…,wn) Unit vector The process is called normalizing Used to refer direction The standard unit vectors: i = (1,0,0), j = (0,1,0) and k = (0,0,1)
11
Dot Product The dot product d of two vectors v = (v1,v2,…,vn) and w = (w1,w2,…wn): Properties Symmetry: a·b = b·a Linearity: (a+c) ·b = a·b + c·b Homogeneity: (sa) ·b = s(a·b) |b|2 = b·b
12
Application of Dot Product
Angle between two vectors: y c b θ Φc Φb x Two vectors b and c are perpendicular (orthogonal/normal) if b·c = 0
13
is the counterclockwise perpendicular to a.
2D “perp” Vector Which vector is perpendicular to the 2D vector a = (ax,ay)? Let a = (ax,ay). Then a┴ = (-ay,ax) is the counterclockwise perpendicular to a. a┴ -a┴ a a What about 3D case?
14
Applications: Orthogonal Projection
Mv┴ c c L v┴ A Kv v v A
15
Applications: Reflections
m -m e a n r θ1 θ2 r = a ( a . n) n
16
Cross Product Also called vector product. Defined for 3D vectors only.
Properties Antisymmetry: a Χ b = - b Χ a Linearity: (a +c) Χ b = a Χ b + c Χ b Homogeneity: (sa) Χ b = s(a Χ b)
17
Geometric Interpretation of Cross Product
axb a b x y z P2 P1 P3 aXb is perpendicular to both a and b | aXb | = area of the parallelogram defined by a and b
18
Representation of Vectors and Points
19
Coordinate Frame b P v O a c
20
Homogeneous Representation
Basic objects: a,b,c,O Represent points and vectors using these objects
21
Homogeneous Representation
To go from ordinary to homogeneous If point append 1 as the last coordinate. If vector append 0 as the last coordinate. To go from homogeneous to ordinary The last coordinate must be made 1 and then delete it The last coordinate must be made 0 and then delete it
22
Linear Combinations of vectors
The difference of two points is a vector The sum of a point and vector is a point The sum of two vectors is a vector The scaling of a vector is a vector Any linear combination of vectors is a vector
23
any affine combination of points is a legitimate point
Affine Combinations of Points Two points P=(P1,P2,P3,1) and R=(R1,R2,R3,1): E = fP + gR=(fP1+gR1, fP2+gR2, fP3+gR3, f+g) Since affine combination so f+g=1 So, E is a valid point in homogeneous representation NOT a valid point, unless f + g = 1 Example: 0.3P+0.7R is a valid point, but P + R is not. any affine combination of points is a legitimate point
24
Linear Combinations of Points
Linear combination of two points P and R: E = fP + gR If the system is shifter by U P’ = P + U R’ = R + U E’ should be equal to E+U i.e E’=E+U E should also be shifted by U But, E’ = fP’ + gR’ = fP + gR + (f+g)U NOT, unless f + g = 1
25
Affine Combinations of Points [contd]
P1+P2 P2 P1 P1+P2 (P1+P2)/2
26
Point + Vector = Affine Comb of Points
Let, P = A + t v and v = B – A Therefore, P = A + t (B – A) => P = t B + (1 – t) A. “Tweening” See Hill 4.5.4 Linear Interpolation
27
Representing Lines 3 types of representations: Ray Line Line segment
Two point form Parametric representation Point normal form
28
Parametric Representation of a Line
y t > 1 B b t = 1 C t = 0 t < 0 x
29
Point Normal Form of a Line
B R C
30
All in One : Representations of Line
B = C - n┴ Point Normal Two Point {C, n} {C, B} n = (B – C) ┴ b = - n┴ B = C + b n = b┴ b = B – C Parametric {C, b}
31
Planes in 3D 3 fundamental forms Three-point form
Parametric representation Point normal form
32
Parametric Representation of Plane
b
33
Point Normal Form of a Plane
B
34
All in One : Representations of Plane
A=(0,0,n.C/ nz) C=(C-0) B=(0,n.C/ ny,0) Point Normal Three Point {C, n} n = (A-C)x(B – C) {A,C,B} a= (0,0,1)xn A = C + a B = C + b b = nxa n = axb Parametric a= A – C b = B – C {C, a, b}
35
Readings Hill 4.1 – 4.6
Similar presentations
© 2024 SlidePlayer.com. Inc.
All rights reserved.