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University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2016 Tamara Munzner http://www.ugrad.cs.ubc.ca/~cs314/Vjan2016 Math Basics Week 1, Fri Jan 8
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2 Readings For Lecture Shirley/Marschner (3 rd edition) Ch 2: Miscellaneous Math, Sec 2.1-2.4 Ch 5: Linear Algebra, Sec 5.1-5.3 Gortler Ch 2: Linear, Sec 2.1 – 2.4
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Vectors and Matrices 3
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4 Notation: Scalars, Vectors, Matrices scalar (lower case, italic) vector (lower case, bold) matrix (upper case, bold)
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5 Vectors arrow: length and direction oriented segment in nD space offset / displacement location if given origin
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6 Column vs. Row Vectors row vectors column vectors switch back and forth with transpose
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7 Vector-Vector Addition add: vector + vector = vector parallelogram rule tail to head, complete the triangle geometricalgebraic examples:
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8 Vector-Vector Subtraction subtract: vector - vector = vector
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9 Vector-Vector Subtraction subtract: vector - vector = vector argument reversal
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10 Scalar-Vector Multiplication multiply: scalar * vector = vector vector is scaled
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11 Vector-Vector Multiplication: Dot multiply v1: vector * vector = scalar dot product, aka inner product
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12 Vector-Vector Multiplication: Dot multiply v1: vector * vector = scalar dot product, aka inner product
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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
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14 Dot Product Geometry can find length of projection of u onto v as lines become perpendicular,
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15 Dot Product Example
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16 Vector-Vector Multiplication, Cross multiply v2: vector * vector = vector cross product algebraic
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17 Vector-Vector Multiplication, Cross multiply v2: vector * vector = vector cross product algebraic 1 2 3
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18 Vector-Vector Multiplication, Cross multiply v2: vector * vector = vector cross product algebraic geometric parallelogram area perpendicular to parallelogram
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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
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20 Matrix-Matrix Addition add: matrix + matrix = matrix example
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21 Scalar-Matrix Multiplication multiply: scalar * matrix = matrix example
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22 Matrix-Matrix Multiplication can only multiply (n,k) by (k,m): number of left cols = number of right rows legal undefined
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23 Matrix-Matrix Multiplication row by column
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24 Matrix-Matrix Multiplication row by column
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25 Matrix-Matrix Multiplication row by column
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26 Matrix-Matrix Multiplication row by column
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27 Matrix-Matrix Multiplication row by column noncommutative: AB != BA
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28 Matrix-Vector Multiplication points as column vectors: postmultiply points as row vectors: premultiply
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29 Matrices transpose identity inverse not all matrices are invertible
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30 Matrices and Linear Systems linear system of n equations, n unknowns matrix form Ax=b
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Basis Vectors and Frames 31
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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:
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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
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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
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35 Working with Frames F1F1F1F1 F1F1F1F1
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36 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1)
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37 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1) F1F1F1F1
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38 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1) F2F2F2F2 F2F2F2F2
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39 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1) F2F2F2F2 p = (-1.5,2) F2F2F2F2
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40 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1) F2F2F2F2 p = (-1.5,2) F2F2F2F2 F2F2F2F2
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41 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1) F2F2F2F2 p = (-1.5,2) F3F3F3F3 F2F2F2F2 F3F3F3F3
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42 Working with Frames F1F1F1F1 F1F1F1F1 p = (3,-1) F2F2F2F2 p = (-1.5,2) F3F3F3F3 p = (1,2) F2F2F2F2 F3F3F3F3
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43 Working with Frames F1F1F1F1 p = (3,-1) F2F2F2F2 p = (-1.5,2) F3F3F3F3 p = (1,2) F1F1F1F1 F2F2F2F2 F3F3F3F3 F3F3F3F3
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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,...
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