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Published byDarcy Cox Modified over 9 years ago
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UW EXTENSION CERTIFICATE PROGRAM IN GAME DEVELOPMENT 2 ND QUARTER: ADVANCED GRAPHICS Math Review
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Goals 1. Review the basic math operations used in graphics 2. Learn other, more advanced operations 3. Learn/review how to reason with matrix algebra
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Vectors Represent entities like colors, points and directions Addition, subtraction: per-component Scalar product: same direction, and magnitude multiplied by the scalar Dot product: product of magnitudes and cosine of the angle between the vectors (scalar) Cross product (3D only): Orthogonal to both operands. Magnitude is product of magnitudes and sine of the angle between the vectors Not commutative!
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Matrices Represent entities like orientations, transformations and reference frame transfers Addition, subtraction: per-component Scalar product: multiply all components with scalar Matrix product: dot product per component of result Not commutative! Not all matrices have inverse! Transposed, determinant, eigenvalues, eigenvectors Convention: Direct3D multiplies vectors on the left (uses row vectors). OpenGL does it the other way
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Translation vector X Y O P P’ Q Q’ Box
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Rotation matrix X Y O P P’ Q Q’ Box
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Scale matrix X Y O P P’ Q Q’ Box
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Shear matrix X Y O P P’ Q Q’ Box
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Transforms
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Algebra Standard real-number algebra: ABx + C = D Find x: Matrix algebra: ABx + C = D Find x: It’s different – you need to be careful
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Reference frames Vectors must be expressed on a reference frame Gives meaning to the coordinate values Reference frame specifies Where the origin is Where each axis is What scale each axis is Defined by as many vectors as dimensions, plus one (for the origin) Again, vectors normally expressed in some reference frame
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Reference frames X Y O P X’ Y’ O’ Frame F={O, X, Y} Frame F’={O’, X’, Y’}
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Reference frames X Y O P X’ Y’ O’
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Transform “sandwich” Use to transform the transforms Or to apply a transform defined in a different reference frame Apply shear H along orientation defined by R: H’ = R -1 * H * R Apply transformation M, defined in reference frame F M’ = F * M * F -1 Think like this: v * M’ = v * F * M * F -1
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lerp (Linear intERPolation) Very common operation, appears everywhere V a = V 0 *(1-a) + V 1 *a More complex interpolations often expressed using lerps For example, Bezier curves are composition of lerps The problem: lerp doesn’t work with matrices Resulting matrix is not a rotation It works, sort of, with quaternions Need to renormalize afterwards Speed is not constant
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