Objectives. Geometry. Coordinate-Free Geometry. Basic Elements. Transformations to Change Coordinate Systems. Scalars

Size: px
Start display at page:

Download "Objectives. Geometry. Coordinate-Free Geometry. Basic Elements. Transformations to Change Coordinate Systems. Scalars"

Transcription

1 Objecties Geometry CS Interactie Computer Graphics Prof. Daid E. Breen Department of Computer Science Introduce the elements of geometry - Scalars - Vectors - Points Deelop mathematical operations among them in a coordinate-free manner Define basic primities - Line segments - Polygons Basic Elements Coordinate-Free Geometry Geometry is the study of the relationships among objects in an n-dimensional space - In computer graphics, we are interested in objects that exist in three dimensions Want a minimum set of primities from which we can build more sophisticated objects We will need three basic elements - Scalars - Vectors - Points When we learned simple geometry, most of us started with a Cartesian approach - Points were at locations in space p=(x,y,z) - We deried results by algebraic manipulations inoling these coordinates This approach was nonphysical - Physically, points exist regardless of the location of an arbitrary coordinate system - Most geometric results are independent of the coordinate system - Example Euclidean geometry: two triangles are identical if two corresponding sides and the angle between them are identical Transformations to Change Coordinate Systems Scalars coordinate systems point P M M M = T (,) = T (,) S(.,.) = T (.,.) R( ) Need three basic elements in geometry - Scalars, Vectors, Points Scalars can be defined as members of sets which can be combined by two operations (addition and multiplication) obeying some fundamental axioms (associatiity, commutiity, inerses) Examples include the real and complex number systems under the ordinary rules with which we are familiar Scalars alone hae no geometric properties 99 Foley/VanDam/Finer/Huges/Phillips ICG

2 Vectors Vector Operations Physical definition: a ector is a quantity with two attributes - Direction - Magnitude Examples include - Force - Velocity - Directed line segments Most important example for graphics Can map to other types Eery ector has an inerse - Same magnitude but points in opposite direction Eery ector can be multiplied by a scalar There is a zero ector - Zero magnitude, undefined orientation The sum of any two ectors is a ector - Use head-to-tail axiom - α u w Linear Vector Spaces Vectors Lack Position Mathematical system for manipulating ectors Operations - Scalar-ector multiplication u=α - Vector-ector addition: w=u+ Expressions such as =u+w-r Make sense in a ector space These ectors are identical - Same length and magnitude Vectors spaces insufficient for geometry - Need points 9 Points Affine Spaces Location in space Operations allowed between points and ectors - Point-point subtraction yields a ector - Equialent to point-ector addition =P-Q P=+Q Point + a ector space Operations - Vector-ector addition - Scalar-ector multiplication - Point-ector addition - Scalar-scalar operations For any point define - P = P - P = (zero ector)

3 Lines Parametric Form Consider all points of the form - P(α)=P + α d - Set of all points that pass through P in the direction of the ector d This form is known as the parametric form of the line - More robust and general than other forms - Extends to cures and surfaces Two-dimensional forms - Explicit: y = mx +h - Implicit: ax + by +c = - Parametric: x(α) = αx + (-α)x y(α) = αy + (-α)y Rays and Line Segments Conexity If α >=, then P(α) is the ray leaing P in the direction d If we use two points to define, then P( α) = Q + α (R-Q) = Q+α = αr + (-α)q For <= α < = we get all the points on the line segment joining R and Q An object is conex iff for any two points in the object all points on the line segment between these points are also in the object Q P conex P Q not conex Affine Sums Conex Hull Consider the sum P=α P +α P +..+α n P n If α +α +..α n = in which case we hae the affine sum of the points P,P,..P n If, in addition, α i >=, we hae the conex hull of P,P,..P n Smallest conex object containing P,P,..P n Formed by shrink wrapping points

4 Cures and Surfaces Cures are one parameter entities of the form P(α) where the function is nonlinear Surfaces are formed from two-parameter functions P(α, β) - Linear functions gie planes and polygons Planes A plane can be defined by a point and two ectors or by three points P P(α) P(α, β) R u P(α,β)=R+αu+β R Q P(α,β)=R+α(Q-R)+β(P-R) 9 Triangles Barycentric Coordinates conex sum of P and Q for <=α,β<=, we get all points in triangle conex sum of S(α) and R Triangle is conex so any point inside can be represented as an affine sum P(α, α, α )=α P+α Q+α R where α +α +α = α i >= The representation is called the barycentric coordinate representation of P Normals Eery plane has a ector n normal (perpendicular, orthogonal) to it From point-two ector form P(α,β)=R+αu+β, we know we can use the cross product to find n = u and the equialent form (P(α)-P) n= Representation P u

5 Objecties Linear Independence Introduce concepts such as dimension and basis Introduce coordinate systems for representing ectors spaces and frames for representing affine spaces Discuss change of frames and bases Introduce homogeneous coordinates A set of ectors,,, n is linearly independent if α +α +.. α n n = iff α =α = = If a set of ectors is linearly independent, we cannot represent one in terms of the others If a set of ectors is linearly dependent, at least one can be written in terms of the others Dimension Representation In a ector space, the maximum number of linearly independent ectors is fixed and is called the dimension of the space In an n-dimensional space, any set of n linearly independent ectors form a basis for the space Gien a basis,,., n, any ector can be written as =α + α +.+α n n where the {α i } are unique Until now we hae been able to work with geometric entities without using any frame of reference, such as a coordinate system Need a frame of reference to relate points and objects to our physical world. - For example, where is a point? Can t answer without a reference system - World coordinates - Camera coordinates Coordinate Systems Example Consider a basis,,., n A ector is written =α + α +.+α n n The list of scalars {α, α,. α n }is the representation of with respect to the gien basis We can write the representation as a row or column array of scalars α a=[α α. α n ] T = α. α n 9 = + - a=[,, ] T Note that this representation is with respect to a particular basis For example, in OpenGL we start by representing ectors using the object basis but later the system needs a representation in terms of the camera or eye basis

6 Coordinate Systems Frames Which is correct? A coordinate system is insufficient to represent points If we work in an affine space we can add a single point, the origin, to the basis ectors to form a frame Both are because ectors hae no fixed location P Representation in a Frame Confusing Points and Vectors Frame determined by (P,,, ) Within this frame, eery ector can be written as =α + α +.+α n n Eery point can be written as P = P + β + β +.+β n n Consider the point and the ector P = P + β + β +.+β n n =α + α +.+α n n They appear to hae the similar representations p=[β β β ] =[α α α ] which confuses the point with the ector p A ector has no position Vector can be placed anywhere point: fixed A Single Representation Homogeneous Coordinates If we define P = and P =P then we can write =α + α +α = [α α α ] [ P ] T P = P + β + β +β = [β β β ] [ P ] T Thus we obtain the four-dimensional homogeneous coordinate representation = [α α α ] T p = [β β β ] T The homogeneous coordinates form for a three dimensional point [x y z] is gien as p =[x y z w] T =[wx wy wz w] T We return to a three dimensional point (for w ) by x x /w y y /w z z /w If w=, the representation is that of a ector Note that homogeneous coordinates replaces points in three dimensions by lines through the origin in four dimensions For w=, the representation of a point is [x y z ]

7 Homogeneous Coordinates and Computer Graphics Change of Coordinate Systems Homogeneous coordinates are key to all computer graphics systems - All standard transformations (rotation, translation, scaling) can be implemented with matrix multiplications using x matrices - Hardware pipeline works with dimensional representations - For orthographic iewing, we can maintain w= for ectors and w= for points - For perspectie we need a perspectie diision Consider two representations of the same ector with respect to two different bases. The representations are a=[α α α ] b=[β β β ] where =α + α +α = [α α α ] [ ] T =β u + β u +β u = [β β β ] [u u u ] T Representing second basis in terms of first Matrix Form Each of the basis ectors, u,u, u, are ectors that can be represented in terms of the first basis The coefficients define a x matrix M = u = + + u = + + u = + + and the bases can be related by a=m T b see text for numerical examples 9 Change of Frames Representing One Frame in Terms of the Other We can apply a similar process in homogeneous coordinates to the representations of both points and ectors u u Consider two frames: (P,,, ) Q (Q, u, u, u ) P u Any point or ector can be represented in either frame We can represent Q, u, u, u in terms of P,,, Extending what we did with change of bases u = + + u = + + u = + + Q = P defining a x matrix M =

8 Working with Representations The World and Camera Frames Within the two frames any point or ector has a representation of the same form a=[α α α α ] in the first frame b=[β β β β ] in the second frame where α = β = for points and α = β = for ectors and a=m T b The matrix M is x and specifies an affine transformation in homogeneous coordinates When we work with representations, we work with n-tuples or arrays of scalars Changes in frame are then defined by x matrices In OpenGL, the base frame that we start with is the world frame Eentually we represent entities in the camera frame by changing the world representation using the model-iew matrix Initially these frames are the same (M=I) Moing the Camera If objects are on both sides of z=, we must moe camera frame M = d

Objectives. Geometry. Basic Elements. Coordinate-Free Geometry. Transformations to Change Coordinate Systems. Scalars

Objectives. Geometry. Basic Elements. Coordinate-Free Geometry. Transformations to Change Coordinate Systems. Scalars Objecties Geometry CS 432 Interactie Computer Graphics Prof. Daid E. Breen Department of Computer Science Introduce the elements of geometry - Scalars - Vectors - Points Deelop mathematical operations

More information

Geometry. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science

Geometry. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science Geometry CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley 2012. 1 Objectives Introduce

More information

C O M P U T E R G R A P H I C S. Computer Graphics. Three-Dimensional Graphics I. Guoying Zhao 1 / 52

C O M P U T E R G R A P H I C S. Computer Graphics. Three-Dimensional Graphics I. Guoying Zhao 1 / 52 Computer Graphics Three-Dimensional Graphics I Guoying Zhao 1 / 52 Geometry Guoying Zhao 2 / 52 Objectives Introduce the elements of geometry Scalars Vectors Points Develop mathematical operations among

More information

CS452/552; EE465/505. Geometry Transformations

CS452/552; EE465/505. Geometry Transformations CS452/552; EE465/505 Geometry Transformations 1-26-15 Outline! Geometry: scalars, points & vectors! Transformations Read: Angel, Chapter 4 (study cube.html/cube.js example) Appendix B: Spaces (vector,

More information

Geometry. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

Geometry. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico Geometry Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico 1 Objectives Introduce the elements of geometry - Scalars - Vectors - Points

More information

Basic Elements. Geometry is the study of the relationships among objects in an n-dimensional space

Basic Elements. Geometry is the study of the relationships among objects in an n-dimensional space Basic Elements Geometry is the study of the relationships among objects in an n-dimensional space In computer graphics, we are interested in objects that exist in three dimensions We want a minimum set

More information

Today s Agenda. Geometry

Today s Agenda. Geometry Today s Agenda Geometry Geometry Three basic elements Points Scalars Vectors Three type of spaces (Linear) vector space: scalars and vectors Affine space: vector space + points Euclidean space: vector

More information

BASIC ELEMENTS. Geometry is the study of the relationships among objects in an n-dimensional space

BASIC ELEMENTS. Geometry is the study of the relationships among objects in an n-dimensional space GEOMETRY 1 OBJECTIVES Introduce the elements of geometry Scalars Vectors Points Look at the mathematical operations among them Define basic primitives Line segments Polygons Look at some uses for these

More information

Geometry. Prof. George Wolberg Dept. of Computer Science City College of New York

Geometry. Prof. George Wolberg Dept. of Computer Science City College of New York Geometry Prof. George Wolberg Dept. of Computer Science City College of New York Objectives Introduce the elements of geometry -Scalars - Vectors - Points Develop mathematical operations among them in

More information

Computer Graphics. Coordinate Systems and Change of Frames. Based on slides by Dianna Xu, Bryn Mawr College

Computer Graphics. Coordinate Systems and Change of Frames. Based on slides by Dianna Xu, Bryn Mawr College Computer Graphics Coordinate Systems and Change of Frames Based on slides by Dianna Xu, Bryn Mawr College Linear Independence A set of vectors independent if is linearly If a set of vectors is linearly

More information

Last week. Machiraju/Zhang/Möller

Last week. Machiraju/Zhang/Möller Last week Machiraju/Zhang/Möller 1 Overview of a graphics system Output device Input devices Image formed and stored in frame buffer Machiraju/Zhang/Möller 2 Introduction to CG Torsten Möller 3 Ray tracing:

More information

Lecture 4: Transformations and Matrices. CSE Computer Graphics (Fall 2010)

Lecture 4: Transformations and Matrices. CSE Computer Graphics (Fall 2010) Lecture 4: Transformations and Matrices CSE 40166 Computer Graphics (Fall 2010) Overall Objective Define object in object frame Move object to world/scene frame Bring object into camera/eye frame Instancing!

More information

Input and Interaction. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

Input and Interaction. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015 Input and Interaction 1 Objectives Introduce the basic input devices Physical Devices Logical Devices Input Modes Event-driven input Introduce double buffering for smooth animations Programming event input

More information

Transformations Computer Graphics I Lecture 4

Transformations Computer Graphics I Lecture 4 15-462 Computer Graphics I Lecture 4 Transformations Vector Spaces Affine and Euclidean Spaces Frames Homogeneous Coordinates Transformation Matrices January 23, 2003 [Angel, Ch. 4] Frank Pfenning Carnegie

More information

Three Main Themes of Computer Graphics

Three Main Themes of Computer Graphics Three Main Themes of Computer Graphics Modeling How do we represent (or model) 3-D objects? How do we construct models for specific objects? Animation How do we represent the motion of objects? How do

More information

Perspective Projection

Perspective Projection Perspectie Projection (Com S 477/77 Notes) Yan-Bin Jia Aug 9, 7 Introduction We now moe on to isualization of three-dimensional objects, getting back to the use of homogeneous coordinates. Current display

More information

EECE 478. Learning Objectives. Learning Objectives. Linear Algebra and 3D Geometry. Linear algebra in 3D. Coordinate systems

EECE 478. Learning Objectives. Learning Objectives. Linear Algebra and 3D Geometry. Linear algebra in 3D. Coordinate systems EECE 478 Linear Algebra and 3D Geometry Learning Objectives Linear algebra in 3D Define scalars, points, vectors, lines, planes Manipulate to test geometric properties Coordinate systems Use homogeneous

More information

Linear Algebra Part I - Linear Spaces

Linear Algebra Part I - Linear Spaces Linear Algebra Part I - Linear Spaces Simon Julier Department of Computer Science, UCL S.Julier@cs.ucl.ac.uk http://moodle.ucl.ac.uk/course/view.php?id=11547 GV01 - Mathematical Methods, Algorithms and

More information

Transformations Computer Graphics I Lecture 4

Transformations Computer Graphics I Lecture 4 15-462 Computer Graphics I Lecture 4 Transformations Vector Spaces Affine and Euclidean Spaces Frames Homogeneous Coordinates Transformation Matrices January 24, 2002 [Angel, Ch. 4] Frank Pfenning Carnegie

More information

COMP30019 Graphics and Interaction Three-dimensional transformation geometry and perspective

COMP30019 Graphics and Interaction Three-dimensional transformation geometry and perspective COMP30019 Graphics and Interaction Three-dimensional transformation geometry and perspective Department of Computing and Information Systems The Lecture outline Introduction Rotation about artibrary axis

More information

Graphics and Interaction Transformation geometry and homogeneous coordinates

Graphics and Interaction Transformation geometry and homogeneous coordinates 433-324 Graphics and Interaction Transformation geometry and homogeneous coordinates Department of Computer Science and Software Engineering The Lecture outline Introduction Vectors and matrices Translation

More information

COMP30019 Graphics and Interaction Transformation geometry and homogeneous coordinates

COMP30019 Graphics and Interaction Transformation geometry and homogeneous coordinates COMP30019 Graphics and Interaction Transformation geometry and homogeneous coordinates Department of Computer Science and Software Engineering The Lecture outline Introduction Vectors and matrices Translation

More information

CS 536 Computer Graphics Intro to Curves Week 1, Lecture 2

CS 536 Computer Graphics Intro to Curves Week 1, Lecture 2 CS 536 Computer Graphics Intro to Curves Week 1, Lecture 2 David Breen, William Regli and Maxim Peysakhov Department of Computer Science Drexel University 1 Outline Math review Introduction to 2D curves

More information

Transformations. CSCI 420 Computer Graphics Lecture 4

Transformations. CSCI 420 Computer Graphics Lecture 4 CSCI 420 Computer Graphics Lecture 4 Transformations Jernej Barbic University of Southern California Vector Spaces Euclidean Spaces Frames Homogeneous Coordinates Transformation Matrices [Angel, Ch. 4]

More information

DRAFT: Mathematical Background for Three-Dimensional Computer Graphics. Jonathan R. Senning Gordon College

DRAFT: Mathematical Background for Three-Dimensional Computer Graphics. Jonathan R. Senning Gordon College DRAFT: Mathematical Background for Three-Dimensional Computer Graphics Jonathan R. Senning Gordon College September 2006 ii Contents Introduction 2 Affine Geometry 3 2. Affine Space...................................

More information

CT5510: Computer Graphics. Transformation BOCHANG MOON

CT5510: Computer Graphics. Transformation BOCHANG MOON CT5510: Computer Graphics Transformation BOCHANG MOON 2D Translation Transformations such as rotation and scale can be represented using a matrix M.., How about translation? No way to express this using

More information

Overview. By end of the week:

Overview. By end of the week: Overview By end of the week: - Know the basics of git - Make sure we can all compile and run a C++/ OpenGL program - Understand the OpenGL rendering pipeline - Understand how matrices are used for geometric

More information

Transformations. CSCI 420 Computer Graphics Lecture 5

Transformations. CSCI 420 Computer Graphics Lecture 5 CSCI 420 Computer Graphics Lecture 5 Transformations Jernej Barbic University of Southern California Vector Spaces Euclidean Spaces Frames Homogeneous Coordinates Transformation Matrices [Angel, Ch. 3]

More information

Transformations. OpenGL Transformations. 4x4 Model-view Matrix (this lecture) OpenGL Transformation Matrices. 4x4 Projection Matrix (next lecture)

Transformations. OpenGL Transformations. 4x4 Model-view Matrix (this lecture) OpenGL Transformation Matrices. 4x4 Projection Matrix (next lecture) CSCI 420 Computer Graphics Lecture 5 OpenGL Transformations Transformations Vector Spaces Euclidean Spaces Frames Homogeneous Coordinates Transformation Matrices Jernej Barbic [Angel, Ch. 3] University

More information

Homogeneous coordinates, lines, screws and twists

Homogeneous coordinates, lines, screws and twists Homogeneous coordinates, lines, screws and twists In lecture 1 of module 2, a brief mention was made of homogeneous coordinates, lines in R 3, screws and twists to describe the general motion of a rigid

More information

Today. Today. Introduction. Matrices. Matrices. Computergrafik. Transformations & matrices Introduction Matrices

Today. Today. Introduction. Matrices. Matrices. Computergrafik. Transformations & matrices Introduction Matrices Computergrafik Matthias Zwicker Universität Bern Herbst 2008 Today Transformations & matrices Introduction Matrices Homogeneous Affine transformations Concatenating transformations Change of Common coordinate

More information

Intro to Curves Week 4, Lecture 7

Intro to Curves Week 4, Lecture 7 CS 430/536 Computer Graphics I Intro to Curves Week 4, Lecture 7 David Breen, William Regli and Maxim Peysakhov Geometric and Intelligent Computing Laboratory Department of Computer Science Drexel University

More information

Hidden Line and Surface

Hidden Line and Surface Copyright@00, YZU Optimal Design Laboratory. All rights resered. Last updated: Yeh-Liang Hsu (00--). Note: This is the course material for ME550 Geometric modeling and computer graphics, Yuan Ze Uniersity.

More information

CS 432 Interactive Computer Graphics

CS 432 Interactive Computer Graphics CS 432 Interactive Computer Graphics Lecture 4 3D Viewing Matt Burlick - Drexel University - CS 432 1 Reading Angel Chapters 3-4 Red Book Chapter 5, Appendix E Matt Burlick - Drexel University - CS 432

More information

Intro to Curves Week 1, Lecture 2

Intro to Curves Week 1, Lecture 2 CS 536 Computer Graphics Intro to Curves Week 1, Lecture 2 David Breen, William Regli and Maxim Peysakhov Department of Computer Science Drexel University Outline Math review Introduction to 2D curves

More information

Curved Edge Physics. Erik Neumann September 4, 2015

Curved Edge Physics. Erik Neumann September 4, 2015 Cured Edge Physics Erik Neumann erikn@myphysicslab.com September 4, 2015 1 Introduction We derie the physics of 2 dimensional rigid bodies with cured edges for calculating contact forces in a rigid body

More information

CS 130 Final. Fall 2015

CS 130 Final. Fall 2015 CS 130 Final Fall 2015 Name Student ID Signature You may not ask any questions during the test. If you believe that there is something wrong with a question, write down what you think the question is trying

More information

METRIC PLANE RECTIFICATION USING SYMMETRIC VANISHING POINTS

METRIC PLANE RECTIFICATION USING SYMMETRIC VANISHING POINTS METRIC PLANE RECTIFICATION USING SYMMETRIC VANISHING POINTS M. Lefler, H. Hel-Or Dept. of CS, University of Haifa, Israel Y. Hel-Or School of CS, IDC, Herzliya, Israel ABSTRACT Video analysis often requires

More information

Vector Algebra Transformations. Lecture 4

Vector Algebra Transformations. Lecture 4 Vector Algebra Transformations Lecture 4 Cornell CS4620 Fall 2008 Lecture 4 2008 Steve Marschner 1 Geometry A part of mathematics concerned with questions of size, shape, and relative positions of figures

More information

Viewing with Computers (OpenGL)

Viewing with Computers (OpenGL) We can now return to three-dimension?', graphics from a computer perspective. Because viewing in computer graphics is based on the synthetic-camera model, we should be able to construct any of the classical

More information

3D Rendering Pipeline (for direct illumination)

3D Rendering Pipeline (for direct illumination) Clipping 3D Rendering Pipeline (for direct illumination) 3D Primitives 3D Modeling Coordinates Modeling Transformation Lighting 3D Camera Coordinates Projection Transformation Clipping 2D Screen Coordinates

More information

For each question, indicate whether the statement is true or false by circling T or F, respectively.

For each question, indicate whether the statement is true or false by circling T or F, respectively. True/False For each question, indicate whether the statement is true or false by circling T or F, respectively. 1. (T/F) Rasterization occurs before vertex transformation in the graphics pipeline. 2. (T/F)

More information

Perspective Projection in Homogeneous Coordinates

Perspective Projection in Homogeneous Coordinates Perspective Projection in Homogeneous Coordinates Carlo Tomasi If standard Cartesian coordinates are used, a rigid transformation takes the form X = R(X t) and the equations of perspective projection are

More information

521493S Computer Graphics Exercise 2 Solution (Chapters 4-5)

521493S Computer Graphics Exercise 2 Solution (Chapters 4-5) 5493S Computer Graphics Exercise Solution (Chapters 4-5). Given two nonparallel, three-dimensional vectors u and v, how can we form an orthogonal coordinate system in which u is one of the basis vectors?

More information

Lecture 9: Transformations. CITS3003 Graphics & Animation

Lecture 9: Transformations. CITS3003 Graphics & Animation Lecture 9: Transformations CITS33 Graphics & Animation E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley 212 Objectives Introduce standard transformations Rotation Translation Scaling

More information

GEOMETRIC OBJECTS AND TRANSFORMATIONS I

GEOMETRIC OBJECTS AND TRANSFORMATIONS I Computer UNIT Graphics - 4 and Visualization 6 Hrs GEOMETRIC OBJECTS AND TRANSFORMATIONS I Scalars Points, and vectors Three-dimensional primitives Coordinate systems and frames Modelling a colored cube

More information

Computer Graphics with OpenGL ES (J. Han) Chapter IV Spaces and Transforms

Computer Graphics with OpenGL ES (J. Han) Chapter IV Spaces and Transforms Chapter IV Spaces and Transforms Scaling 2D scaling with the scaling factors, s x and s y, which are independent. Examples When a polygon is scaled, all of its vertices are processed by the same scaling

More information

CS 548: COMPUTER GRAPHICS REVIEW: OVERVIEW OF POLYGONS SPRING 2015 DR. MICHAEL J. REALE

CS 548: COMPUTER GRAPHICS REVIEW: OVERVIEW OF POLYGONS SPRING 2015 DR. MICHAEL J. REALE CS 548: COMPUTER GRPHICS REVIEW: OVERVIEW OF POLYGONS SPRING 05 DR. MICHEL J. RELE NOTE: COUNTERCLOCKWISE ORDER ssuming: Right-handed sstem Vertices in counterclockwise order looking at front of polgon

More information

Geometric transformations assign a point to a point, so it is a point valued function of points. Geometric transformation may destroy the equation

Geometric transformations assign a point to a point, so it is a point valued function of points. Geometric transformation may destroy the equation Geometric transformations assign a point to a point, so it is a point valued function of points. Geometric transformation may destroy the equation and the type of an object. Even simple scaling turns a

More information

The Importance of Matrices in the DirectX API. by adding support in the programming language for frequently used calculations.

The Importance of Matrices in the DirectX API. by adding support in the programming language for frequently used calculations. Hermann Chong Dr. King Linear Algebra Applications 28 November 2001 The Importance of Matrices in the DirectX API In the world of 3D gaming, there are two APIs (Application Program Interface) that reign

More information

Fall CSCI 420: Computer Graphics. 2.2 Transformations. Hao Li.

Fall CSCI 420: Computer Graphics. 2.2 Transformations. Hao Li. Fall 2017 CSCI 420: Computer Graphics 2.2 Transformations Hao Li http://cs420.hao-li.com 1 OpenGL Transformations Matrices Model-view matrix (4x4 matrix) Projection matrix (4x4 matrix) vertices in 3D Model-view

More information

3D Viewing Episode 2

3D Viewing Episode 2 3D Viewing Episode 2 1 Positioning and Orienting the Camera Recall that our projection calculations, whether orthographic or frustum/perspective, were made with the camera at (0, 0, 0) looking down the

More information

SINGLE VIEW GEOMETRY AND SOME APPLICATIONS

SINGLE VIEW GEOMETRY AND SOME APPLICATIONS SINGLE VIEW GEOMERY AND SOME APPLICAIONS hank you for the slides. hey come mostly from the following sources. Marc Pollefeys U. on North Carolina Daniel DeMenthon U. of Maryland Alexei Efros CMU Action

More information

Object Representation Affine Transforms. Polygonal Representation. Polygonal Representation. Polygonal Representation of Objects

Object Representation Affine Transforms. Polygonal Representation. Polygonal Representation. Polygonal Representation of Objects Object Representation Affine Transforms Polygonal Representation of Objects Although perceivable the simplest form of representation they can also be the most problematic. To represent an object polygonally,

More information

Math background. 2D Geometric Transformations. Implicit representations. Explicit representations. Read: CS 4620 Lecture 6

Math background. 2D Geometric Transformations. Implicit representations. Explicit representations. Read: CS 4620 Lecture 6 Math background 2D Geometric Transformations CS 4620 Lecture 6 Read: Chapter 2: Miscellaneous Math Chapter 5: Linear Algebra Notation for sets, functions, mappings Linear transformations Matrices Matrix-vector

More information

CS 4620 Midterm 1. Tuesday 22 October minutes

CS 4620 Midterm 1. Tuesday 22 October minutes CS 4620 Midterm 1 Tuesday 22 October 2013 90 minutes Problem 1: Transformations (20 pts) Consider the affine transformation on R 3 defined in homogeneous coordinates by the matrix: 1 M = 1 0 0 2 0 1 0

More information

3D Viewing Episode 2

3D Viewing Episode 2 3D Viewing Episode 2 1 Positioning and Orienting the Camera Recall that our projection calculations, whether orthographic or frustum/perspective, were made with the camera at (0, 0, 0) looking down the

More information

Rational Numbers: Graphing: The Coordinate Plane

Rational Numbers: Graphing: The Coordinate Plane Rational Numbers: Graphing: The Coordinate Plane A special kind of plane used in mathematics is the coordinate plane, sometimes called the Cartesian plane after its inventor, René Descartes. It is one

More information

Lecture 2. Topology of Sets in R n. August 27, 2008

Lecture 2. Topology of Sets in R n. August 27, 2008 Lecture 2 Topology of Sets in R n August 27, 2008 Outline Vectors, Matrices, Norms, Convergence Open and Closed Sets Special Sets: Subspace, Affine Set, Cone, Convex Set Special Convex Sets: Hyperplane,

More information

CS 130 Exam I. Fall 2015

CS 130 Exam I. Fall 2015 CS 130 Exam I Fall 2015 Name Student ID Signature You may not ask any questions during the test. If you believe that there is something wrong with a question, write down what you think the question is

More information

3-D D Euclidean Space - Vectors

3-D D Euclidean Space - Vectors 3-D D Euclidean Space - Vectors Rigid Body Motion and Image Formation A free vector is defined by a pair of points : Jana Kosecka http://cs.gmu.edu/~kosecka/cs682.html Coordinates of the vector : 3D Rotation

More information

Transformations. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

Transformations. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico Transformations Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico Angel: Interactive Computer Graphics 4E Addison-Wesley 25 1 Objectives

More information

QUESTION BANK 10CS65 : COMPUTER GRAPHICS AND VISUALIZATION

QUESTION BANK 10CS65 : COMPUTER GRAPHICS AND VISUALIZATION QUESTION BANK 10CS65 : COMPUTER GRAPHICS AND VISUALIZATION INTRODUCTION OBJECTIVE: This chapter deals the applications of computer graphics and overview of graphics systems and imaging. UNIT I 1 With clear

More information

S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T

S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T Copyright 2018 Sung-eui Yoon, KAIST freely available on the internet http://sglab.kaist.ac.kr/~sungeui/render

More information

2D transformations: An introduction to the maths behind computer graphics

2D transformations: An introduction to the maths behind computer graphics 2D transformations: An introduction to the maths behind computer graphics Lecturer: Dr Dan Cornford d.cornford@aston.ac.uk http://wiki.aston.ac.uk/dancornford CS2150, Computer Graphics, Aston University,

More information

Computer Viewing. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science

Computer Viewing. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science Computer Viewing CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science 1 Objectives Introduce the mathematics of projection Introduce OpenGL viewing functions Look at

More information

Graphics Pipeline 2D Geometric Transformations

Graphics Pipeline 2D Geometric Transformations Graphics Pipeline 2D Geometric Transformations CS 4620 Lecture 8 1 Plane projection in drawing Albrecht Dürer 2 Plane projection in drawing source unknown 3 Rasterizing triangles Summary 1 evaluation of

More information

Parallel and perspective projections such as used in representing 3d images.

Parallel and perspective projections such as used in representing 3d images. Chapter 5 Rotations and projections In this chapter we discuss Rotations Parallel and perspective projections such as used in representing 3d images. Using coordinates and matrices, parallel projections

More information

XPM 2D Transformations Week 2, Lecture 3

XPM 2D Transformations Week 2, Lecture 3 CS 430/585 Computer Graphics I XPM 2D Transformations Week 2, Lecture 3 David Breen, William Regli and Maxim Peysakhov Geometric and Intelligent Computing Laboratory Department of Computer Science Drexel

More information

calibrated coordinates Linear transformation pixel coordinates

calibrated coordinates Linear transformation pixel coordinates 1 calibrated coordinates Linear transformation pixel coordinates 2 Calibration with a rig Uncalibrated epipolar geometry Ambiguities in image formation Stratified reconstruction Autocalibration with partial

More information

Geometric Primitives. Chapter 5

Geometric Primitives. Chapter 5 Chapter 5 Geometric Primitives In this chapter, we discuss the basic geometric primitives we will use to represent the world in which our graphic objects live. As discussed at the beginning of this class,

More information

Motivation. Parametric Curves (later Surfaces) Outline. Tangents, Normals, Binormals. Arclength. Advanced Computer Graphics (Fall 2010)

Motivation. Parametric Curves (later Surfaces) Outline. Tangents, Normals, Binormals. Arclength. Advanced Computer Graphics (Fall 2010) Advanced Computer Graphics (Fall 2010) CS 283, Lecture 19: Basic Geometric Concepts and Rotations Ravi Ramamoorthi http://inst.eecs.berkeley.edu/~cs283/fa10 Motivation Moving from rendering to simulation,

More information

UNIT 2 2D TRANSFORMATIONS

UNIT 2 2D TRANSFORMATIONS UNIT 2 2D TRANSFORMATIONS Introduction With the procedures for displaying output primitives and their attributes, we can create variety of pictures and graphs. In many applications, there is also a need

More information

Computer Graphics I Lecture 11

Computer Graphics I Lecture 11 15-462 Computer Graphics I Lecture 11 Midterm Review Assignment 3 Movie Midterm Review Midterm Preview February 26, 2002 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/

More information

3D Mathematics. Co-ordinate systems, 3D primitives and affine transformations

3D Mathematics. Co-ordinate systems, 3D primitives and affine transformations 3D Mathematics Co-ordinate systems, 3D primitives and affine transformations Coordinate Systems 2 3 Primitive Types and Topologies Primitives Primitive Types and Topologies 4 A primitive is the most basic

More information

Last week. Machiraju/Zhang/Möller/Fuhrmann

Last week. Machiraju/Zhang/Möller/Fuhrmann Last week Machiraju/Zhang/Möller/Fuhrmann 1 Geometry basics Scalar, point, and vector Vector space and affine space Basic point and vector operations Sided-ness test Lines, planes, and triangles Linear

More information

XPM 2D Transformations Week 2, Lecture 3

XPM 2D Transformations Week 2, Lecture 3 CS 430/585 Computer Graphics I XPM 2D Transformations Week 2, Lecture 3 David Breen, William Regli and Maxim Peysakhov Geometric and Intelligent Computing Laboratory Department of Computer Science Drexel

More information

GEOMETRIC TOOLS FOR COMPUTER GRAPHICS

GEOMETRIC TOOLS FOR COMPUTER GRAPHICS GEOMETRIC TOOLS FOR COMPUTER GRAPHICS PHILIP J. SCHNEIDER DAVID H. EBERLY MORGAN KAUFMANN PUBLISHERS A N I M P R I N T O F E L S E V I E R S C I E N C E A M S T E R D A M B O S T O N L O N D O N N E W

More information

2D Object Definition (1/3)

2D Object Definition (1/3) 2D Object Definition (1/3) Lines and Polylines Lines drawn between ordered points to create more complex forms called polylines Same first and last point make closed polyline or polygon Can intersect itself

More information

CS230 : Computer Graphics Lecture 6: Viewing Transformations. Tamar Shinar Computer Science & Engineering UC Riverside

CS230 : Computer Graphics Lecture 6: Viewing Transformations. Tamar Shinar Computer Science & Engineering UC Riverside CS230 : Computer Graphics Lecture 6: Viewing Transformations Tamar Shinar Computer Science & Engineering UC Riverside Rendering approaches 1. image-oriented foreach pixel... 2. object-oriented foreach

More information

PetShop (BYU Students, SIGGRAPH 2006)

PetShop (BYU Students, SIGGRAPH 2006) Now Playing: PetShop (BYU Students, SIGGRAPH 2006) My Mathematical Mind Spoon From Gimme Fiction Released May 10, 2005 Geometric Objects in Computer Graphics Rick Skarbez, Instructor COMP 575 August 30,

More information

CS 4204 Computer Graphics

CS 4204 Computer Graphics CS 4204 Computer Graphics 3D Viewing and Projection Yong Cao Virginia Tech Objective We will develop methods to camera through scenes. We will develop mathematical tools to handle perspective projection.

More information

Ray-Triangle and Ray-Quadrilateral Intersections in Homogeneous Coordinates

Ray-Triangle and Ray-Quadrilateral Intersections in Homogeneous Coordinates Ray-Triangle and Ray-Quadrilateral Intersections in Homogeneous Coordinates Pat Hanrahan Geometry Computing Group Minnesota Supercomputer Center Minneapolis, MN 55415 hanrahan@princeton.edu Experience

More information

1 Affine and Projective Coordinate Notation

1 Affine and Projective Coordinate Notation CS348a: Computer Graphics Handout #9 Geometric Modeling Original Handout #9 Stanford University Tuesday, 3 November 992 Original Lecture #2: 6 October 992 Topics: Coordinates and Transformations Scribe:

More information

CHAPTER 1 Graphics Systems and Models 3

CHAPTER 1 Graphics Systems and Models 3 ?????? 1 CHAPTER 1 Graphics Systems and Models 3 1.1 Applications of Computer Graphics 4 1.1.1 Display of Information............. 4 1.1.2 Design.................... 5 1.1.3 Simulation and Animation...........

More information

Practical Linear Algebra: A Geometry Toolbox

Practical Linear Algebra: A Geometry Toolbox Practical Linear Algebra: A Geometry Toolbox Third edition Chapter 1: Affine Maps in 3D Gerald Farin & Dianne Hansford CRC Press, Taylor & Francis Group, An A K Peters Book www.farinhansford.com/books/pla

More information

Epipolar Geometry and the Essential Matrix

Epipolar Geometry and the Essential Matrix Epipolar Geometry and the Essential Matrix Carlo Tomasi The epipolar geometry of a pair of cameras expresses the fundamental relationship between any two corresponding points in the two image planes, and

More information

THE VIEWING TRANSFORMATION

THE VIEWING TRANSFORMATION ECS 178 Course Notes THE VIEWING TRANSFORMATION Kenneth I. Joy Institute for Data Analysis and Visualization Department of Computer Science University of California, Davis Overview One of the most important

More information

Chapter 9. Linear algebra applications in geometry

Chapter 9. Linear algebra applications in geometry Chapter 9. Linear algebra applications in geometry C.O.S. Sorzano Biomedical Engineering August 25, 2013 9. Linear algebra applications in geometry August 25, 2013 1 / 73 Outline 9 Linear algebra applications

More information

Chapter 2 - Basic Mathematics for 3D Computer Graphics

Chapter 2 - Basic Mathematics for 3D Computer Graphics Chapter 2 - Basic Mathematics for 3D Computer Graphics Three-Dimensional Geometric Transformations Affine Transformations and Homogeneous Coordinates Combining Transformations Translation t + t Add a vector

More information

Monday, 12 November 12. Matrices

Monday, 12 November 12. Matrices Matrices Matrices Matrices are convenient way of storing multiple quantities or functions They are stored in a table like structure where each element will contain a numeric value that can be the result

More information

CS251 Spring 2014 Lecture 7

CS251 Spring 2014 Lecture 7 CS251 Spring 2014 Lecture 7 Stephanie R Taylor Feb 19, 2014 1 Moving on to 3D Today, we move on to 3D coordinates. But first, let s recap of what we did in 2D: 1. We represented a data point in 2D data

More information

Mathematical Analysis of Tetrahedron (solid angle subtended by any tetrahedron at its vertex)

Mathematical Analysis of Tetrahedron (solid angle subtended by any tetrahedron at its vertex) From the SelectedWorks of Harish Chandra Rajpoot H.C. Rajpoot Winter March 29, 2015 Mathematical Analysis of Tetrahedron solid angle subtended by any tetrahedron at its vertex) Harish Chandra Rajpoot Rajpoot,

More information

Transforms. COMP 575/770 Spring 2013

Transforms. COMP 575/770 Spring 2013 Transforms COMP 575/770 Spring 2013 Transforming Geometry Given any set of points S Could be a 2D shape, a 3D object A transform is a function T that modifies all points in S: T S S T v v S Different transforms

More information

Geometric Transformations

Geometric Transformations Geometric Transformations CS 4620 Lecture 9 2017 Steve Marschner 1 A little quick math background Notation for sets, functions, mappings Linear and affine transformations Matrices Matrix-vector multiplication

More information

Discriminant Functions for the Normal Density

Discriminant Functions for the Normal Density Announcements Project Meetings CSE Rm. 4120 HW1: Not yet posted Pattern classification & Image Formation CSE 190 Lecture 5 CSE190d, Winter 2011 CSE190d, Winter 2011 Discriminant Functions for the Normal

More information

Bezier Curves, B-Splines, NURBS

Bezier Curves, B-Splines, NURBS Bezier Curves, B-Splines, NURBS Example Application: Font Design and Display Curved objects are everywhere There is always need for: mathematical fidelity high precision artistic freedom and flexibility

More information

Curve and Surface Basics

Curve and Surface Basics Curve and Surface Basics Implicit and parametric forms Power basis form Bezier curves Rational Bezier Curves Tensor Product Surfaces ME525x NURBS Curve and Surface Modeling Page 1 Implicit and Parametric

More information

3D Viewing. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 9

3D Viewing. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 9 3D Viewing CS 46 Lecture 9 Cornell CS46 Spring 18 Lecture 9 18 Steve Marschner 1 Viewing, backward and forward So far have used the backward approach to viewing start from pixel ask what part of scene

More information

Integrated Mathematics I Performance Level Descriptors

Integrated Mathematics I Performance Level Descriptors Limited A student performing at the Limited Level demonstrates a minimal command of Ohio s Learning Standards for Integrated Mathematics I. A student at this level has an emerging ability to demonstrate

More information