Points Vectors Lines Spheres and Matrices Overview Points
- Slides: 33
Points, Vectors, Lines, Spheres and Matrices
Overview – Points – Vectors – Lines – Spheres – Matrices – 3 D transformations as matrices – Homogenous co-ordinates
Basic Maths • In computer graphics we need mathematics both for describing our scenes and also for performing operations on them, such as projection and various transformations. • Coordinate systems (right- and left-handed), serve as a reference point. • 3 axes labelled x, y, z at right angles.
Co-ordinate Systems Y Y X X Z Right-Handed System (Z comes out of the screen) Z Left-Handed System (Z goes in to the screen)
Points, P (x, y, z) • Gives us a position in relation to the origin of our coordinate system
Vectors, V (x, y, z) • Represent a direction (and magnitude) in 3 D space • Points != Vectors Vector +Vector = Vector Point – Point = Vector Point + Vector = Point + Point = ?
Vectors, V (x, y, z) v w 2 v v (1/2)V (-1)v Vector addition sum v + w Scalar multiplication of vectors (they remain parallel) y w v v+w v P v-w -w Vector difference v - w = v + (-w) O Vector OP x
Vectors V • Length (modulus) of a vector V (x, y, z) |V| = x 2 + y 2 + z 2 • A unit vector: a vector can be normalised such that it retains its direction, but is scaled to have unit length: ^ V = vector V V = modulus of V |
Dot Product u · v = xu ·xv + yu ·yv + zu ·zv u · v = |u| |v| cos = u · v/ |u| |v| • This is purely a scalar number not a vector. • What happens when the vectors are unit • What does it mean if dot product == 0 or == 1?
Cross Product • The result is not a scalar but a vector which is normal to the plane of the other 2 • Can be computed using the determinant of: i xv j yv k zv xu yu zu u x v = i(yvzu -zvyu), -j(xvzu - zvxu), k(xvyu - yvxu) • Size is |u x v| = |u||v|sin • Cross product of vector with itself is null
Parametric equation of a line (ray) Given two points P 0 = (x 0, y 0, z 0) and P 1 = (x 1, y 1, z 1) the line passing through them can be expressed as: P(t) = P 0 + t(P 1 - P 0) With - < t < = x(t) = x 0 + t(x 1 - x 0) y(t) = y 0 + t(y 1 - y 0) z(t) = z 0 + t(z 1 - z 0)
Equation of a sphere • Pythagoras Theorem: a 2 + b 2 = c 2 • Given a circle through the origin with radius r, then for any point P on it we have: b a P r (0, 0) x 2 + y 2 = r 2 hypotenuse c xp yp
Equation of a sphere * If the circle is not centred on the origin: yp r b yc We still have P (xp, yp) a 2 + b 2 = r 2 (xc, yc) a b but a = xp- xc b = yp- yc (0, 0) xc xp a So for the general case (x- xc)2 + (y- yc)2 = r 2
Equation of a sphere * Pythagoras theorem generalises to 3 D giving a 2 + b 2 + c 2 = d 2 Based on that we can easily prove that the general equation of a sphere is: (x- xc)2 + (y- yc)2 + (z- zc)2 = r 2 and at origin: x 2 + y 2 + z 2 = r 2
Matrix Math ©Anthony Steed 2001
Vectors and Matrices • Matrix is an array of numbers with dimensions M (rows) by N (columns) – 3 by 6 matrix – element 2, 3 is (3) • Vector can be considered a 1 x M matrix –
Types of Matrix • Identity matrices - I • Diagonal • Symmetric – Diagonal matrices are (of course) symmetric – Identity matrices are (of course) diagonal
Operation on Matrices • Addition – Done elementwise • Transpose – “Flip” (M by N becomes N by M)
Operations on Matrices • Multiplication – Only possible to multiply of dimensions • m 1 by n 1 and m 2 by n 2 iff n 1 = m 2 – resulting matrix is m 1 by n 2 • e. g. Matrix A is 2 by 3 and Matrix by 3 by 4 – resulting matrix is 2 by 4 • Just because A x B is possible doesn’t mean possible! B x A is
Matrix Multiplication Order • A is m by k , B is k by n • C = A x B defined by • Bx. A not necessarily equal to Ax. B
Example Multiplications
Inverse • If A x B = I and B x A = I then A = B-1 and B = A-1
3 D Transforms • In 3 -space vectors are transformed by 3 matrices
Scale • Scale uses a diagonal matrix • Scale by 2 along x and -2 along z
Rotation • Rotation about z axis Y æ cos ç sin ç è 0 sin cos 0 0ö ÷ 0÷ 1ø (x. cos - y. sin , x. sin + y. cos X • Note z values remain the same whilst x and y change )
Rotation X, Y and Scale • About X æ 1 0 ç ç 0 cos ç 0 - sin è ö ÷ sin ÷ cos ÷ø 0 • About Y æ cos ç ç 0 è sin 0 - sin 1 0 0 cos ö ÷ ÷ ø • Scale (should look familiar)
Homogenous Points • Add 1 D, but constrain that to be equal to 1 (x, y, z, 1) • Homogeneity means that any point in 3 -space can be represented by an infinite variety of homogenous 4 D points – (2 3 4 1) = (4 6 8 2) = (3 4. 5 6 1. 5) • Why? – 4 D allows us to include 3 D translation in matrix form
Homogenous Vectors • • • Vectors != Points Remember points can not be added If A and B are points A-B is a vector Vectors have form (x y z 1) Addition makes sense
Translation in Homogenous Form • Note that the homogenous component is preserved (* * * 1), and aside from the translation the matrix is I
Putting it Together • R is rotation and scale components • T is translation component
Order Matters • Composition order of transforms matters – Remember that basic vectors change so “direction” of translations changed
Exercises • Calculate the following matrix: /2 about X then /2 about Y then /2 about Z (remember “then” means multiply on the right). What is a simpler form of this matrix? • Compose the following matrix: translate 2 along X, rotate /2 about Y, translate -2 along X. Draw a figure with a few points (you will only need 2 D) and then its translation under this transformation.
Matrix Summary • Rotation, Scale, Translation • Composition of transforms • The homogenous form
- Simulink matrix multiplication
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