Introduction to Homogeneous Transformations & Robot Kinematics

Size: px
Start display at page:

Download "Introduction to Homogeneous Transformations & Robot Kinematics"

Transcription

1 Introduction to Homogeneous Transformations & Robot Kinematics Jennifer Ka, Rowan Universit Computer Science Department Januar 25. Drawing Dimensional Frames in 2 Dimensions We will be working in -D coordinates, and will label the aes,, and. Figure contains a sample -D coordinate frame. Figure. A -D coordinate frame. Because we are representing -D coordinate frames with 2-D drawings, we have to agree on what these drawings mean. Clearl the ais in Figure points to the right, and the ais points up, but we have to come up with a convention for what direction the ais is pointing. Since the three aes must be perpendicular to each other, we know that the ais either points into the paper, or out of the paper. Most people instantl assume one or the other is the case. To be able to view both cases, it helps to look at the aes overlaid on a cube. Consider the two views of the same cube in Figure 2. In view (a) we are looking at the cube from below, in view (b) we are looking at the cube from above. Let s tr and overla the -D coordinate frame from Figure onto these two views. Before ou turn the page, make sure ou can see both views of the cube in Figure 2! (a) (b) Figure 2. Two views of the same cube. The cube is missing the front side, has a solid back and sides, and patterned top and bottom. In view a we are looking at the cube from below, in view (b) we are looking at the cube from above. Copright (C) 2, 25, Jennifer Ka. Permission is granted to make individual copies of this for educational purposes as long as this copright notice remains intact. Permission to make multiple copies of this for educational purposes will generall be granted when an request is sent to ka@rowan.edu (so I know who is using it). In such cases, I will require that it is distributed for free (or for the actual cost of printing / duplication) and this copright notice remains intact. Page of 25

2 Figure and Figure show the same two views of the cube, this time with the -D coordinate frame from Figure overlaid onto the cube. Note that in Figure the ais points into the paper, awa from ou, and in Figure the ais is pointing out of the paper towards ou! Figure. A cube viewed from below. The edge labelled points into the page awa from ou. Figure. The same cube viewed from above. The edge labelled points out of the page towards ou. For the purposes of this document, we will assume that Figure shows the interpretation we will use. In other words, if ou see aes drawn as the are in Figure, ou should assume that the ais points out of the paper towards ou. If ou actuall wanted the ais to be pointing into the paper, ou should use the illustration shown in Figure 5. Figure 5. Another -D coordinate frame. In this frame, points to the right, points up, and points awa from ou into the paper. Page 2 of 25

3 2. Right Handed Coordinate Sstems Figure 6. points to the left, and points out of the paper towards ou. Most of the time we are going to use right handed coordinate sstems. In a right handed coordinate sstem, if ou know the directions of two out of the three aes, ou can figure out the direction of the third. Let s suppose that ou know the directions of the and aes. For eample, suppose that points to the left, and points out of the paper, as shown in Figure 6. We want to determine the direction of the ais. To do so, take our right hand, and hold it so that our fingers point in the direction of the ais in such a wa that ou can curl our fingers towards the ais.when ou do this, our thumb will point in the direction of the ais. This process is illustrated in Figure 7. The chart in figure 7 details how to compute the direction of an ais given the directions of the other two. Step : hold our right hand in such a wa that our fingers point in the direction of the ais and when ou curl our fingers, the curl towards the ais. Step 2: As ou curl our fingers from the ais towards the ais, stick our thumb in the air. This will be the direction of the ais The final -D coordinate sstem with the ais shown. Figure 7. Using the right hand rule to compute the direction of the ais.. Direction of Positive Rotation Sometimes we want to talk about rotating around one of the aes of a coordinate frame b some angle. Of course, if ou are looking down an ais and want to spin it, ou need to know whether ou should spin it clockwise or counter-clockwise. We are going to use another right hand rule to determine the direction of positive rotation. Page of 25

4 If ou know the direction of these aes. Point the fingers of our right hand in the direction of this ais. Curl ou right fingers towards the direction of this ais. Your thumb will point in the direction of this ais. & & & Figure 8. Using the right hand rule to compute the direction of an ais given the directions of the other two. (a) The original aes with a right hand determining the direction of positive rotation around the ais. (b) After rotating the original aes (a) 9 o around the ais. (c) After rotating the original aes (a) -9 o around the ais. Figure 9. The right hand rule to determine the direction of positive angles. Point our right thumb along the positive direction of the ais ou wish to rotate around. Curl our fingers. The direction that our fingers curl is the direction of positive rotation.. Plotting Points in Dimensions All of us have eperience in plotting points on 2-D aes. When it comes to plotting points on -D aes, things become a bit more difficult. In this section, we will discuss how to plot a number of points on the -D aes presented in Figure. The first step is to draw tick marks on the aes to indicate scale. For the purposes of this document, we will assume that each tick represents one unit. Figure shows several different right handed coordinate sstems with tick marks added. Note that each tick mark is parallel to one of the other aes. This helps the viewer to visualie the -D effect. Page of 25

5 : out of page towards ou : right : up : right : out of page towards ou : down : up : right : into page awa from ou Figure. Several different right handed -D coordinate frames with tick marks to indicate scale (a) (b) (c) Figure. The point (2,,) plotted on different aes. Figure shows the point (2,,) plotted on the different aes of Figure. The technique is quite straightforward if two of our aes form a plane parallel with the ground. First, draw lines to indicate the projection of the point on that plane. Then, draw a line through that point that is parallel to the remaining ais, add tick marks to it, and plot our point. Page 5 of 25

6 For eample, in Figure (a) the and aes form the groundplane, and so we draw lines to indicate where (2,,) would be. Then, we draw a line through the point (2,,) that is parallel to the ais, add tick marks to it, and finall plot our point. Although Figure (b) looks different, the and aes still form the groundplane and so the procedure is virtuall the same. The onl difference is that the tick marks on the ais have been left out because when the are included the are difficult to distinguish from the tick marks on the vertical line that connects to the point (2,,). In Figure (c), the and aes form the groundplane. Thus, we first plot the point (,, ), then draw a line through the point (,,) parallel to the ais, add tick marks to it, and again plot our point (2,,). 5. Working With Multiple Coordinate Frames Sometimes we ma want the coordinates of a point given with respect to two or more coordinate frames. For eample, consider an airport scenario. The coordinate frame of the airport might have its origin at the base of the control tower, with the ais pointing North, the ais pointing West, and the ais pointing up. While this is a useful coordinate frame for the air traffic controllers to use, a pilot ma be more interested in where objects are relative to her airplane. Thus, we might have two coordinate frames, tower coordinates and plane coordinates as illustrated in Figure 2. We use subscripts to distinguish between t, t, and t (the tower coordinate frame) and p, p, and p (the plane coordinate frame). t p t p t p 5 meters 5 meters Figure 2. The plane is on the ground preparing for takeoff. Tower coordinates are centered at the base of the air traffic control tower. points North, points West, and points up. The airplane coordinate sstem is centered at the nose of the plane. The ais points towards the top of the plane, the ais points out to the right as ou are sitting in the captain s chair, and the ais points straight out the front of the plane. Page 6 of 25

7 When the plane is stopped on the runwa as depicted in Figure 2, the nose of the plane might be at location (5, 5, ) in tower coordinates, but it is at the origin (location (,, )) in plane coordinates. Similarl, the base of the tower is at location (,, ) in tower coordinates, but at location (, -5, 5) in plane coordinates. Note that the location of the nose of the plane is fied with respect to the plane, but not with respect to the tower. When the plane begins to take-off as depicted in Figure, its nose is still at location (,,) in plane coordinates, but it is at location (, 5, 5) in tower coordinates. p t p p 5 2 t t Figure. When the plane takes-off, its nose is still at location (,,) in plane coordinates, but it is at a different location in tower coordinates. To determine where it is in tower coordinates, the tower s and aes have been etended, and the nose of the plane has been plotted in the manner of Figure. Thus we see that the nose of the plane is at location (, 5, ) in tower coordinates. 6. Homogeneous Transformations 6. Representing Points Up to this point, we have been using the traditional (,,) notation to represent points in -D. However, for the remainder of this document, we are going to use a vector notation to represent points. The point (,,) is repre sented as the vector. The is a weighting factor. So the vectors 2 and 257 all represent that same point (,, ). Most of the time we will simpl use a weighting factor of. Consider the more concrete eample depicted in Figure. The plane is at location (, 5, ) in tower coordinates. We will normall represent that Page 7 of 25

8 6 75 location as 5, however it can also be represented as, 5, 7.5, and an infinite number of other vectors. In order to save space in this document, we will often write the point as T (the transpose of ). 6.2 The Use of Multiple Coordinate Frames in Robotics It is ver common in robotics to use two or more coordinate frames to solve a problem. Suppose the airplane in Figure 2 were automaticall controlled. It would be ver useful to keep track of some things in tower coordinates. For eample, the altitude of the plane is simpl the coordinate of its location in tower coordinates. It also would be useful to keep track of other things in airplane coordinates. For eample, the direction the plane should head to in order to avoid a mountain. Indeed, for man mobile robot applications, it is desirable to know the locations of objects in both world coordinates and robot coordinates. Multiple coordinate frames are also useful in traditional robotics. For eample, consider the simple robot arm depicted in Figure. If we want to have the gripper pick up a widget off of a table, then we need to figure out the widget s location. Perhaps we have a camera that we use to initiall determine the location of the widget (in camera coordinates). We might need to transform that location into world coordinates to evaluate if it is accessible to the robot at all, and to gripper coordinates to determine when we should close the jaws of the gripper. g camera c c c w j j g g gripper w w j joint widget Figure. A ver simple robot arm with one joint and one gripper. The world, camera, joint, and gripper coordinate frames are indicated. Page 8 of 25

9 6. Transforming Points Between Coordinate Frames Suppose that ou know the location of a point in one coordinate frame (for eample, airplane coordinates) and ou want to know its location in another frame (for eample, tower coordinates). How do ou do it? We will start with a ver simple case, and then move into more comple eamples. Let s begin b considering the two coordinate sstems in Figure 5, world coordinates and robot coordinates. Notice that the onl difference between the two coordinate frames is that the robot frame has been translated b units along the ais from the world coordinate frame. Figure 6 is a table of some sample points in world coordinates, and their corresponding values in robot coordinates. For the moment, ignore the third column of Figure 6, and just look at the first two columns. Notice that an point abc T in world coordinates is the same as the point a ( b ) c T in robot coordinates. Similarl, an point def T in robot coordinates is the same as the point d ( e+ ) f T in world coordinates. units w r w r w r Figure 5. Two coordinate frames, world (w) and robot (r). The origin of the robot frame is located at the point (,,) in world coordinates. Using our new notation, we can represent this as T. The two aes are parallel, as are the two and the two aes. Note that the origin of the world coordinate aes is at T in robot coordinates. We have seen that one wa to convert world coordinates to robot coordinates for the sstem in Figure 5 is to subtract from the value in world coordinates. Surprisingl, another wa to convert points from the world coordinate frame of Figure 5 to the robot coordinate frame of Figure 5 is to pre-multipl the point b the matri. The third column of Figure 6 does eactl this and results in the same answer! Page 9 of 25

10 Location of a Point in World Coordinates of Figure 5 Location of the Same Point in Robot Coordinates of Figure 5 Pre-multipling the point in world coordinates b a b c a b c a b c a b c Figure 6. Converting between world and robot coordinates as depicted in Figure 5. Page of 25

11 It should be clear that there is nothing magic about the number - in our matri other than the fact that we moved units along the ais between the two frames. Indeed, if we had moved 6 units, then pre-multipling b the matri 6 would convert points from world coordinates to robot coordinates. Similarl, there s nothing magic about the fact that we did this move along the ais. We could come up with similar matrices for changes in frames that occurred along the or ais. Or indeed an combination of moves along all three matrices. Suppose that to get from the coordinate frame p to the coordinate frame q ou need to move a units along p s ais, b units along p s ais, and c units along p s ais. Then to take a point from q coordinates to p coordinates, ou need to premultipl it b the matri a b c For eample, consider the two coordinate frames of Figure 7. To transform the robot coordinate frame into the world coordinate frame, ou need to translate 5 units along the robot s ais, - units along the robot s ais, and - unit along the robot s ais. Thus to take a point in world coordinates and transform that into a point in robot coordinates, ou need to premultipl that point b 5 the matri. Some eamples of this can be found in Figure 8. c m 5 units c units c m unit m Figure 7. Two coordinate frames that differ b onl a translation. To get from car coordinates (c) to mountain coordinates (m) ou must translate 5 units along the car s ais, - units along the car s ais, and - unit along the car s ais. Page of 25

12 Location of a point in Figure 7 s mountain coordinates Location of the same point in Figure 7 s car coordinates Pre-multipling the point in mountain coordinates b a b c a + 5 b c 5 Figure 8. Converting points from the mountain coordinate frame of Figure 7 to the car coordinate frame of Figure 7. a b c a + 5 b c Page 2 of 25

13 We call the matri that converts a point from j coordinates to k coordinates the homogeneous transformation from j coordinates to k coordinates, and we abbreviate this as T k. Figure 9 summaries how to compute the j matri that converts between two frames that onl differ b a translation. If the coordinate frames j and k onl differ b a translation and to get from k coordinates to j coordinates ou translate (a, b, c) along k s,, and aes, then T k, the matri that takes a j point in j coordinates to a point in k coordinates is a b c We can summarie this with the equation Trans (a,b,c) a b c Figure 9. Converting points between coordinate frames that onl differ b a translation. 6. Review: Determining the Homogeneous Transformation when Frames Differ onl b Translation It is ver important to note that we have been considering two distinct concepts in our previous discussion:. How do we take a point that is in frame a-coordinates and convert it to frame b-coordinates? (In other words, what is T b a 2. How do we compute the transformation between frame a and frame b (i.e. how would we move frame a to line it up with frame b)? (We don t have an abbreviation for this et). The two concepts are closel related, but not the same. If we want to know how to take a point in frame a coordinates and convert it to frame b coordinates, the easiest wa to do that is to first compute how to move frame b so that it lines up with frame a. Page of 25

14 Now go look at Figure 9 again! Make sure ou understand the TWO concepts before ou continue on. In order to remind ourselves that there are TWO concepts, we will use two different sets of notation to represent them. We have alread discussed T b, the transformation that takes a point in a-coordinates and computes its a location in b-coordinates. For the remainder of our discussion, we will use the notation F b a to represent the transformation that moves the a-coordinate frame into alignment with the b-coordinate frame. Note that the notation is non-standard. We summarie the notation in Figure 2. F b a T j k The transformation that ou use to take a point in j-coordinates and compute its location in k-coordinates F j k The transformation that ou use to take the j coordinate frame and move it in such a wa that it aligns with the k coordinate frame. Note that this is a non-standard notation. T j k F k j Relationship between T & F Figure 2. Summar of our notation. 6.5 Coordinate Frames that Differ b a Rotation Around One Ais Consider the two frames depicted in Figure 2. To transform the k coordinate frame into the j coordinate frame ( F j ), we perform a rotation about k s ais b -9 o. B looking at Figure 2 (a), we can see that k j, k j, k and j -* k. Let s look at a few eamples. The origin of the j ais in j coordinates: the point T same as the origin of the j ais in k coordinates T. The point abc T in j coordinates is located at is the Page of 25

15 b a c T in k coordinates. Again, there is a matri that we can premultipl points in j coordinates b to transform them into points in k coordinates. If to transform the k coordinate frame into the j coordinate frame F j ou k rotate about the ais b θ, then ou can pre-multipl a point in j coordinates b the matri cosθ sinθ s i nθ c o sθ ( T k ) to get the location of the point in k coordinates. j Let s check this on the two eamples that we ve done alread. j k k j k k k j j j (a) the j and k coordinate frames overlaid on each other. j (b) the j coordinate frame, shown on its own for clarit. k (c) the k coordinate frame, shown on its own for clarit. Figure 2. Two coordinate frames, j and k, that differ onl b a rotation about the ais. To transform the k coordinate frame into the j coordinate frame, we rotate b -9 o about k s ais. Page 5 of 25

16 In our eample, θ is 9 o. cos -9 o. sin -9 o -. So our matri becomes. When we compute our matri * T, we get T as epected. When we multipl our matri * abc T we get b a c as epected. At this point we know that we can design a matri to convert points between two coordinate frames that onl differ b a translation, or b a rotation about the ais. It should not surprise ou to learn that ou can also design matrices to convert points between two coordinate frames that onl differ b a rotation about the or aes too. 6.6 Putting it All Together So far we have learned how to create the matri that will compute the coordinates of a point in one coordinate frame given the coordinates of that point in another coordinate frame, subject to the following condition: the two frames ma onl differ b a translation (along the aes), or b a rotation about one ais. It is indeed possible to convert points between two coordinate frames that differ, perhaps b two translations, or b a rotation then a translation and then another rotation. The ke to understanding how to do this is to understand that there are two was to view an sequence of translations and rotations. The first wa we will call moving coordinate sstems. In moving coordinate sstems, each step happens relative to the steps that have come before it. For eample, Figure 2 shows the world and gripper coordinate frames for a particular robotic sstem. Note that not onl is the gripper coordinate frame translated from the world coordinate frame, but there also must be some sort of rotation that caused the gripper s ais to point up instead of out of the page towards ou as the world coordinates do. In the moving aes approach, we sa that to get from world coordinates to gripper coordinates, ( F g )ou need w to do the following sequence of moves: Rotate about w b -9 degrees. Call this new frame intermediate frame, and we ll call its aes,, and. Net rotate about the new b -9 degrees. Call this new frame intermediate frame 2, and we ll call its aes 2, 2, and 2. Finall, translate b (,,5) relative to intermediate frame 2. This results in the gripper coordinate frame. The alternative approach is the fied aes approach. In this technique, all of our moves are relative to the original world coordinate frame. In the fied aes approach, the picture is still as depicted in Figure 2, but this time the sequence of steps is: Rot w (-9) then Rot w (-9), then Trans(,5,) relative to world coordinates. Whether ou choose to use the moving aes approach or the fied aes approach, our final matri, F g, w will be the same. However the wa ou compute it will differ. Page 6 of 25

17 If to convert the k coordinate frame into the j coordinate frame ou have to: F k j Then to convert a point in j coordinates into a point in k coordinates, premultipl that point b: T j k The nickname for this transformation is: Translate along k s ais b a, along k s ais b b, along k s ais b c a b c Trans (a, b, c) Rotate about k s ais b θ c o sθ sinθ Rot ( θ ) sinθ c o sθ cosθ sinθ Rotate about k s ais b θ Rot ( θ ) sinθ cosθ c o sθ sinθ Rotate about k s ais b θ sinθ c o sθ Rot ( θ ) Figure 22. Summar of transformation matrices Page 7 of 25

18 6.7 Computing the Transformation Matri Using Moving Aes 5 units w g w g w g Figure 2. World and gripper coordinate frames for some robot. There are several was we can think about transforming between the two coordinate frames. Recall that the moving aes approach is as follows: to get from world coordinates to gripper coordinates, F g, w ou need to do the following sequence of moves: Rotate about w b -9 degrees. Call this new frame intermediate frame, and we ll call its aes,, and. Net rotate about the new b -9 degrees. Call this new frame intermediate frame 2, and we ll call its aes 2, 2, and 2. Finall, translate b (,,5) relative to intermediate frame 2. This results in the gripper coordinate frame. When we use moving aes we list the moves that we did from left to right, compute the individual matrices for each part, and then multipl them together. For eample, in this situation, our sequence of equations is: Rot (-9) * Rot (-9) * Trans(,,5) The matrices for this product are as follows: 5 5 The resulting matri, F g, will transform a point from gripper coordinates to world coordinates (i.e., it s also w T w ). For eample, consider the point (, 2, ) in gripper coordinates. We compute that in world coordinates b g premultipling b our new matri as follows: Page 8 of 25

19 Which ou should be able to verif is correct b looking at Figure Using Fied Aes Recall that the fied aes approach does everthing relative to the original world coordinate frame. The sequence of transformations in this case was as follows: Rot w (-9) then Rot w (-9), then Trans(,5,) relative to world coordinates. When we using fied aes computation, (i.e. each new rotation is relative to the original gripper coordinate frame), we write the equations from right to left. Trans (,5,) * Rot (-9) * Rot (-9) The matrices for this product are as follows: 5 5 Check it out! this is the same equation we got when we did the computation using moving aes! (Phew!) 6.9 Fied Aes WARNING It is ver important to note that rotations under the fied ais approach can be ver deceiving. For eample, consider the aes of Figure 2 and suppose ou want to rotate the w frame b -9 degrees about the g ais. The rotation is depicted in Figure 25 is not what one might epect! To visualie what is happening, ou need to imagine that the two frames are locked together as ou perform the rotation. w g w g w g Figure 2. Two coordinate frames. Page 9 of 25

20 w w w w g w g w g Figure 25. A rotation of the original w coordinate frame from Figure 2 (shown as dotted arrows) about the g coordinate frame from Figure Forward Kinematics One task that we often wish to do is the following: given the joint angles of a robot arm, compute the transformation between world and gripper coordinates. Of course, at this point given an fied joint angles, we alread have the tools to compute this transformation. However, what we reall would like to do is to come up with a transformation matri that is a function of the joint angles of the robot. 7. A First Eample Consider the robot arm given in Figure 26. This arm has two links (of length L & L2) and one joint which can rotate about its Z ais. There are coordinate frames, world coordinates, joint coordinates, and gripper coordinates. Figure 27 contains a picture of the same arm, but this time, the joint has been rotated b degrees (about its ais - the onl ais about which it can rotate). Now look at the * in both figures. It should be clear that the world coordinates of the * do not change between Figure 26 and Figure 27, but the location of * in link coordinates does change, as does its location in gripper coordinates. There is one point in this image whose location does not move in an frame as the joint moves. The point located at the ver center of the joint (i.e. with Joint coordinates (,,)) is alwas at world coordinates location (L,, ), and alwas at (-L2,, ) in gripper coordinates, no matter how ou move the joint. Suppose that we want to be able to convert between gripper coordinates and world coordinates, as a function of the angle of the joint. Page 2 of 25

21 w w L j L2 * g j g w j g Figure 26. A simple robot g g w j * j g w w j Figure 27. The arm from Figure 26 with the joint rotated b degrees. Let s begin b just looking at Figure 26 again and considering the case where the joint is not rotated at all. In this case, to convert a point from gripper coordinates to world coordinates all we do is add L+L2 to whatever the value is. e.g., suppose the * is located at (,, ) in gripper coordinates. Then it s obviousl located at (+L+L2,, ) in world coordinates. But wait! To convert from gripper to world coordinates isn t as simple as that. Because if the joint is rotated as shown in Figure 27, then it s no longer a simple addition of L+L2. What we want is a wa to easil convert between gripper and world coordinates as a function of joint angle. Let s call the angle that the joint is rotated ψ. We want one matri that has the variable ψ built into it, and if we plug in the value for ψ, that matri will be our matri that we multipl a point in gripper coordinates b to get the point in world coordinates. Now let s do the math. To move our frame from world coordinates to gripper coordinates, we need to translate a distance of L along the ais, and then rotate b whatever angle our joint is twisted to (e.g. degrees in Figure Page 2 of 25

22 26 or degrees in Figure 27). We re going to do it as relative motion, so we end up multipling the matrices Trans(L,, ) b Rot (ψ) from left to right. So we have the following : L cosψ sinψ sinψ c o sψ cosψ sinψ L sinψ cosψ Figure 28. Moving a frame from world coordinates to joint coordinates. But of course, this onl moves us from world coordinates to joint coordinates. We wanted to move our frame from world coordinates to gripper coordinates. Once we have a frame in joint coordinates, moving it to gripper coordinates is simpl a translation of [L2,, ]. So we need to multipl the two matrices above b Trans[L2,, ]. L cosψ s i nψ s i nψ cosψ L2 cosψ sinψ L2 cosψ + L s i nψ cosψ L 2 s i nψ Figure 29. Moving a frame from world coordinates to gripper coordinates. Now, our final equation looks prett mess, but it s not too bad. Suppose that ψ is (i.e. we ve got Figure 26). Then we have: cosψ sinψ sinψ L2 c o sψ + L cosψ L2 sinψ L2+L Figure. Moving a frame from world coordinates to gripper coordinates when the joint angle is ero. Remember that we computed how to move a frame from world coordinates to gripper coordinates. Which turns points in gripper coordinates into points in world coordinates. Wow! Figure is actuall eactl what we predicted it would be. Look at it. It s the matri Trans(L+L2,, ). Page 22 of 25

23 7.2 A Second Eample Just for fun, let s compute the transformation when the joint is rotated b 9 degrees, so the gripper is pointing straight up in the air. Well, we plug in 9 degrees for ψ and we get: cosψ sinψ L2 c o sψ + L sinψ cosψ L2 sinψ L L2 Figure. Moving a frame from world coordinates to gripper coordinates when the joint angle is 9 degrees. Does this make sense? Think about it. Suppose that ou have a point that is located right at the origin of the gripper. So in gripper coordinates, it s location is (,,). Where is that in world coordinates? Let s multipl: L L2 L L2 Figure 2. Transforming a point from gripper coordinates to world coordinates when the joint angle is 9 degrees. He, it works! 7. Some Tips on Using Mathematica Clearl it s a major pain to do anthing with more than one or two manipulations b hand. Mathematica can reall help. Here are a couple of hints on how I computed the information for this document. I m assuming some familiarit with the ver basics of mathematica. For starters, I wrote mathematica functions to represent each of the rotation and translation matrices. Just in case ou haven t seen a mathematica function before, here s how ou write a function that takes to variables, a and b, and returns the mean (average) of a and b (note: the underscore defines what s a variable. Don t use underscores for anthing else or ou ll have problems with our code: avg[a_, b_] : ((a+b)/2) Figure. A simple mathematica function to compute the mean of two variables Page 2 of 25

24 Matrices are represented as lists of lists. So, here is m function for Rot: Rot[theta_] : ( ) {{,,, }, {, Cos[theta], -*Sin[theta], }, {, Sin[theta], Cos[theta], }, {,,, }} Remember that Mathematica uses radians. So to Rot b 9 degrees I sa Rot[Pi/2] Now, let s use this function. If I want, I could run m function to see what the matri is to Rotate b (this should be the identit matri, right?!) (Note: From this point onwards I ll show ou the in and out messages from Mathematica so ou can distinguish m input from its output) In[2]: Rot[] Out[2] {{,,,},{,,,},{,,,},{,,,}} Hmmm, correct, but not reall ver pleasing to the ee. We can use the built-in MatriForm function to displa matrices with a little more beaut: In[]: MatriForm[Rot[]] Out[]//MatriForm i k { Page 2 of 25

25 So what do we get when we rotate about b Pi/2?: In[] : MatriForm[Rot[Pi/2]] Out[]//MatriForm i k { Looking good! 8. References Much of this tutorial is derived from Essential Kinematics for Autonomous Vehicles b Alono Kell, Carnegie Mellon Universit Robotics Institute technical report number CMU-RI-TR-9-, Ma 99, available on the web at Page 25 of 25

Introduction to Homogeneous Transformations & Robot Kinematics

Introduction to Homogeneous Transformations & Robot Kinematics Introduction to Homogeneous Transformations & Robot Kinematics Jennifer Ka Rowan Universit Computer Science Department. Drawing Dimensional Frames in 2 Dimensions We will be working in -D coordinates,

More information

CMSC 425: Lecture 10 Basics of Skeletal Animation and Kinematics

CMSC 425: Lecture 10 Basics of Skeletal Animation and Kinematics : Lecture Basics of Skeletal Animation and Kinematics Reading: Chapt of Gregor, Game Engine Architecture. The material on kinematics is a simplification of similar concepts developed in the field of robotics,

More information

[ ] [ ] Orthogonal Transformation of Cartesian Coordinates in 2D & 3D. φ = cos 1 1/ φ = tan 1 [ 2 /1]

[ ] [ ] Orthogonal Transformation of Cartesian Coordinates in 2D & 3D. φ = cos 1 1/ φ = tan 1 [ 2 /1] Orthogonal Transformation of Cartesian Coordinates in 2D & 3D A vector is specified b its coordinates, so it is defined relative to a reference frame. The same vector will have different coordinates in

More information

Introduction to Trigonometric Functions. Peggy Adamson and Jackie Nicholas

Introduction to Trigonometric Functions. Peggy Adamson and Jackie Nicholas Mathematics Learning Centre Introduction to Trigonometric Functions Pegg Adamson and Jackie Nicholas c 998 Universit of Sdne Acknowledgements A significant part of this manuscript has previousl appeared

More information

Determining the 2d transformation that brings one image into alignment (registers it) with another. And

Determining the 2d transformation that brings one image into alignment (registers it) with another. And Last two lectures: Representing an image as a weighted combination of other images. Toda: A different kind of coordinate sstem change. Solving the biggest problem in using eigenfaces? Toda Recognition

More information

1. We ll look at: Types of geometrical transformation. Vector and matrix representations

1. We ll look at: Types of geometrical transformation. Vector and matrix representations Tob Howard COMP272 Computer Graphics and Image Processing 3: Transformations Tob.Howard@manchester.ac.uk Introduction We ll look at: Tpes of geometrical transformation Vector and matri representations

More information

8.6 Three-Dimensional Cartesian Coordinate System

8.6 Three-Dimensional Cartesian Coordinate System SECTION 8.6 Three-Dimensional Cartesian Coordinate Sstem 69 What ou ll learn about Three-Dimensional Cartesian Coordinates Distance and Midpoint Formulas Equation of a Sphere Planes and Other Surfaces

More information

y = f(x) x (x, f(x)) f(x) g(x) = f(x) + 2 (x, g(x)) 0 (0, 1) 1 3 (0, 3) 2 (2, 3) 3 5 (2, 5) 4 (4, 3) 3 5 (4, 5) 5 (5, 5) 5 7 (5, 7)

y = f(x) x (x, f(x)) f(x) g(x) = f(x) + 2 (x, g(x)) 0 (0, 1) 1 3 (0, 3) 2 (2, 3) 3 5 (2, 5) 4 (4, 3) 3 5 (4, 5) 5 (5, 5) 5 7 (5, 7) 0 Relations and Functions.7 Transformations In this section, we stud how the graphs of functions change, or transform, when certain specialized modifications are made to their formulas. The transformations

More information

12.4 The Ellipse. Standard Form of an Ellipse Centered at (0, 0) (0, b) (0, -b) center

12.4 The Ellipse. Standard Form of an Ellipse Centered at (0, 0) (0, b) (0, -b) center . The Ellipse The net one of our conic sections we would like to discuss is the ellipse. We will start b looking at the ellipse centered at the origin and then move it awa from the origin. Standard Form

More information

GLOBAL EDITION. Interactive Computer Graphics. A Top-Down Approach with WebGL SEVENTH EDITION. Edward Angel Dave Shreiner

GLOBAL EDITION. Interactive Computer Graphics. A Top-Down Approach with WebGL SEVENTH EDITION. Edward Angel Dave Shreiner GLOBAL EDITION Interactive Computer Graphics A Top-Down Approach with WebGL SEVENTH EDITION Edward Angel Dave Shreiner This page is intentionall left blank. 4.10 Concatenation of Transformations 219 in

More information

Pre-Algebra Notes Unit 8: Graphs and Functions

Pre-Algebra Notes Unit 8: Graphs and Functions Pre-Algebra Notes Unit 8: Graphs and Functions The Coordinate Plane A coordinate plane is formed b the intersection of a horizontal number line called the -ais and a vertical number line called the -ais.

More information

Intermediate Algebra. Gregg Waterman Oregon Institute of Technology

Intermediate Algebra. Gregg Waterman Oregon Institute of Technology Intermediate Algebra Gregg Waterman Oregon Institute of Technolog c 2017 Gregg Waterman This work is licensed under the Creative Commons Attribution 4.0 International license. The essence of the license

More information

It s Not Complex Just Its Solutions Are Complex!

It s Not Complex Just Its Solutions Are Complex! It s Not Comple Just Its Solutions Are Comple! Solving Quadratics with Comple Solutions 15.5 Learning Goals In this lesson, ou will: Calculate comple roots of quadratic equations and comple zeros of quadratic

More information

What and Why Transformations?

What and Why Transformations? 2D transformations What and Wh Transformations? What? : The geometrical changes of an object from a current state to modified state. Changing an object s position (translation), orientation (rotation)

More information

Image Metamorphosis By Affine Transformations

Image Metamorphosis By Affine Transformations Image Metamorphosis B Affine Transformations Tim Mers and Peter Spiegel December 16, 2005 Abstract Among the man was to manipulate an image is a technique known as morphing. Image morphing is a special

More information

Week 3. Topic 5 Asymptotes

Week 3. Topic 5 Asymptotes Week 3 Topic 5 Asmptotes Week 3 Topic 5 Asmptotes Introduction One of the strangest features of a graph is an asmptote. The come in three flavors: vertical, horizontal, and slant (also called oblique).

More information

CS770/870 Spring 2017 Transformations

CS770/870 Spring 2017 Transformations CS770/870 Spring 2017 Transformations Coordinate sstems 2D Transformations Homogeneous coordinates Matrices, vectors, points Coordinate Sstems Coordinate sstems used in graphics Screen coordinates: the

More information

Double Integrals in Polar Coordinates

Double Integrals in Polar Coordinates Double Integrals in Polar Coordinates. A flat plate is in the shape of the region in the first quadrant ling between the circles + and +. The densit of the plate at point, is + kilograms per square meter

More information

Computer Graphics. Geometric Transformations

Computer Graphics. Geometric Transformations Contents coordinate sstems scalar values, points, vectors, matrices right-handed and left-handed coordinate sstems mathematical foundations transformations mathematical descriptions of geometric changes,

More information

Computer Graphics. Geometric Transformations

Computer Graphics. Geometric Transformations Computer Graphics Geometric Transformations Contents coordinate sstems scalar values, points, vectors, matrices right-handed and left-handed coordinate sstems mathematical foundations transformations mathematical

More information

Unit 5 Lesson 2 Investigation 1

Unit 5 Lesson 2 Investigation 1 Name: Investigation 1 Modeling Rigid Transformations CPMP-Tools Computer graphics enable designers to model two- and three-dimensional figures and to also easil manipulate those figures. For eample, interior

More information

Motivation. What we ve seen so far. Demo (Projection Tutorial) Outline. Projections. Foundations of Computer Graphics

Motivation. What we ve seen so far. Demo (Projection Tutorial) Outline. Projections. Foundations of Computer Graphics Foundations of Computer Graphics Online Lecture 5: Viewing Orthographic Projection Ravi Ramamoorthi Motivation We have seen transforms (between coord sstems) But all that is in 3D We still need to make

More information

LESSON 3.1 INTRODUCTION TO GRAPHING

LESSON 3.1 INTRODUCTION TO GRAPHING LESSON 3.1 INTRODUCTION TO GRAPHING LESSON 3.1 INTRODUCTION TO GRAPHING 137 OVERVIEW Here s what ou ll learn in this lesson: Plotting Points a. The -plane b. The -ais and -ais c. The origin d. Ordered

More information

To Do. Demo (Projection Tutorial) Motivation. What we ve seen so far. Outline. Foundations of Computer Graphics (Fall 2012) CS 184, Lecture 5: Viewing

To Do. Demo (Projection Tutorial) Motivation. What we ve seen so far. Outline. Foundations of Computer Graphics (Fall 2012) CS 184, Lecture 5: Viewing Foundations of Computer Graphics (Fall 0) CS 84, Lecture 5: Viewing http://inst.eecs.berkele.edu/~cs84 To Do Questions/concerns about assignment? Remember it is due Sep. Ask me or TAs re problems Motivation

More information

Flux Integrals. Solution. We want to visualize the surface together with the vector field. Here s a picture of exactly that:

Flux Integrals. Solution. We want to visualize the surface together with the vector field. Here s a picture of exactly that: Flu Integrals The pictures for problems # - #4 are on the last page.. Let s orient each of the three pictured surfaces so that the light side is considered to be the positie side. Decide whether each of

More information

Using the same procedure that was used in Project 5, enter matrix A and its label into an Excel spreadsheet:

Using the same procedure that was used in Project 5, enter matrix A and its label into an Excel spreadsheet: Math 6: Ecel Lab 6 Summer Inverse Matrices, Determinates and Applications: (Stud sections, 6, 7 and in the matri book in order to full understand the topic.) This Lab will illustrate how Ecel can help

More information

Exponential Functions. Christopher Thomas

Exponential Functions. Christopher Thomas Mathematics Learning Centre Eponential Functions Christopher Thomas c 1998 Universit of Sdne Mathematics Learning Centre, Universit of Sdne 1 1 Eponential Functions 1.1 The functions =2 and =2 From our

More information

Lecture 4: Viewing. Topics:

Lecture 4: Viewing. Topics: Lecture 4: Viewing Topics: 1. Classical viewing 2. Positioning the camera 3. Perspective and orthogonal projections 4. Perspective and orthogonal projections in OpenGL 5. Perspective and orthogonal projection

More information

Computer Graphics. P04 Transformations. Aleksandra Pizurica Ghent University

Computer Graphics. P04 Transformations. Aleksandra Pizurica Ghent University Computer Graphics P4 Transformations Aleksandra Pizurica Ghent Universit Telecommunications and Information Processing Image Processing and Interpretation Group Transformations in computer graphics Goal:

More information

Lines and Their Slopes

Lines and Their Slopes 8.2 Lines and Their Slopes Linear Equations in Two Variables In the previous chapter we studied linear equations in a single variable. The solution of such an equation is a real number. A linear equation

More information

To Do. Motivation. Demo (Projection Tutorial) What we ve seen so far. Computer Graphics. Summary: The Whole Viewing Pipeline

To Do. Motivation. Demo (Projection Tutorial) What we ve seen so far. Computer Graphics. Summary: The Whole Viewing Pipeline Computer Graphics CSE 67 [Win 9], Lecture 5: Viewing Ravi Ramamoorthi http://viscomp.ucsd.edu/classes/cse67/wi9 To Do Questions/concerns about assignment? Remember it is due tomorrow! (Jan 6). Ask me or

More information

3D Computer Vision II. Reminder Projective Geometry, Transformations. Nassir Navab. October 27, 2009

3D Computer Vision II. Reminder Projective Geometry, Transformations. Nassir Navab. October 27, 2009 3D Computer Vision II Reminder Projective Geometr, Transformations Nassir Navab based on a course given at UNC b Marc Pollefes & the book Multiple View Geometr b Hartle & Zisserman October 27, 29 2D Transformations

More information

Graphs and Functions

Graphs and Functions CHAPTER Graphs and Functions. Graphing Equations. Introduction to Functions. Graphing Linear Functions. The Slope of a Line. Equations of Lines Integrated Review Linear Equations in Two Variables.6 Graphing

More information

Matrix Representations

Matrix Representations CONDENSED LESSON 6. Matri Representations In this lesson, ou Represent closed sstems with transition diagrams and transition matrices Use matrices to organize information Sandra works at a da-care center.

More information

CS F-07 Objects in 2D 1

CS F-07 Objects in 2D 1 CS420-2010F-07 Objects in 2D 1 07-0: Representing Polgons We want to represent a simple polgon Triangle, rectangle, square, etc Assume for the moment our game onl uses these simple shapes No curves for

More information

Two Dimensional Viewing

Two Dimensional Viewing Two Dimensional Viewing Dr. S.M. Malaek Assistant: M. Younesi Two Dimensional Viewing Basic Interactive Programming Basic Interactive Programming User controls contents, structure, and appearance of objects

More information

Applications of Differentiation

Applications of Differentiation Contents 1 Applications of Differentiation 1.1 Tangents and Normals 1. Maima and Minima 14 1. The Newton-Raphson Method 8 1.4 Curvature 47 1.5 Differentiation of Vectors 54 1.6 Case Stud: Comple Impedance

More information

Modeling Transformations

Modeling Transformations Modeling Transformations Michael Kazhdan (601.457/657) HB Ch. 5 FvDFH Ch. 5 Overview Ra-Tracing so far Modeling transformations Ra Tracing Image RaTrace(Camera camera, Scene scene, int width, int heigh,

More information

M O T I O N A N D D R A W I N G

M O T I O N A N D D R A W I N G 2 M O T I O N A N D D R A W I N G Now that ou know our wa around the interface, ou re read to use more of Scratch s programming tools. In this chapter, ou ll do the following: Eplore Scratch s motion and

More information

0 COORDINATE GEOMETRY

0 COORDINATE GEOMETRY 0 COORDINATE GEOMETRY Coordinate Geometr 0-1 Equations of Lines 0- Parallel and Perpendicular Lines 0- Intersecting Lines 0- Midpoints, Distance Formula, Segment Lengths 0- Equations of Circles 0-6 Problem

More information

More Coordinate Graphs. How do we find coordinates on the graph?

More Coordinate Graphs. How do we find coordinates on the graph? Lesson Problem Solving: More Coordinate Graphs Problem Solving: More Coordinate Graphs How do we find coordinates on the graph? We use coordinates to find where the dot goes on the coordinate graph. From

More information

Scene Graphs & Modeling Transformations COS 426

Scene Graphs & Modeling Transformations COS 426 Scene Graphs & Modeling Transformations COS 426 3D Object Representations Points Range image Point cloud Surfaces Polgonal mesh Subdivision Parametric Implicit Solids Voels BSP tree CSG Sweep High-level

More information

Today s class. Geometric objects and transformations. Informationsteknologi. Wednesday, November 7, 2007 Computer Graphics - Class 5 1

Today s class. Geometric objects and transformations. Informationsteknologi. Wednesday, November 7, 2007 Computer Graphics - Class 5 1 Toda s class Geometric objects and transformations Wednesda, November 7, 27 Computer Graphics - Class 5 Vector operations Review of vector operations needed for working in computer graphics adding two

More information

LINEAR PROGRAMMING. Straight line graphs LESSON

LINEAR PROGRAMMING. Straight line graphs LESSON LINEAR PROGRAMMING Traditionall we appl our knowledge of Linear Programming to help us solve real world problems (which is referred to as modelling). Linear Programming is often linked to the field of

More information

Section 4.2 Graphing Lines

Section 4.2 Graphing Lines Section. Graphing Lines Objectives In this section, ou will learn to: To successfull complete this section, ou need to understand: Identif collinear points. The order of operations (1.) Graph the line

More information

Sect Linear Inequalities in Two Variables

Sect Linear Inequalities in Two Variables Sect 9. - Linear Inequalities in Two Variables Concept # Graphing a Linear Inequalit in Two Variables Definition Let a, b, and c be real numbers where a and b are not both zero. Then an inequalit that

More information

Week 10. Topic 1 Polynomial Functions

Week 10. Topic 1 Polynomial Functions Week 10 Topic 1 Polnomial Functions 1 Week 10 Topic 1 Polnomial Functions Reading Polnomial functions result from adding power functions 1 together. Their graphs can be ver complicated, so the come up

More information

Three-Dimensional Coordinates

Three-Dimensional Coordinates CHAPTER Three-Dimensional Coordinates Three-dimensional movies superimpose two slightl different images, letting viewers with polaried eeglasses perceive depth (the third dimension) on a two-dimensional

More information

Mathematics Stage 5 PAS5.1.2 Coordinate geometry

Mathematics Stage 5 PAS5.1.2 Coordinate geometry Mathematics Stage PAS.. Coordinate geometr Part Graphing lines Acknowledgments This publication is copright New South Wales Department of Education and Training (DET), however it ma contain material from

More information

Connecticut Common Core Algebra 1 Curriculum. Professional Development Materials. Unit 4 Linear Functions

Connecticut Common Core Algebra 1 Curriculum. Professional Development Materials. Unit 4 Linear Functions Connecticut Common Core Algebra Curriculum Professional Development Materials Unit 4 Linear Functions Contents Activit 4.. What Makes a Function Linear? Activit 4.3. What is Slope? Activit 4.3. Horizontal

More information

Systems of Linear Equations

Systems of Linear Equations Sstems of Linear Equations Gaussian Elimination Tpes of Solutions A linear equation is an equation that can be written in the form: a a a n n b The coefficients a i and the constant b can be real or comple

More information

Integrated Algebra A Notes/Homework Packet 9

Integrated Algebra A Notes/Homework Packet 9 Name Date Integrated Algebra A Notes/Homework Packet 9 Lesson Homework Graph Using the Calculator HW # Graph with Slope/Intercept Method HW # Graph with Slope/Intercept Method-Continued HW #3 Review Put

More information

Transformations of Functions. 1. Shifting, reflecting, and stretching graphs Symmetry of functions and equations

Transformations of Functions. 1. Shifting, reflecting, and stretching graphs Symmetry of functions and equations Chapter Transformations of Functions TOPICS.5.. Shifting, reflecting, and stretching graphs Smmetr of functions and equations TOPIC Horizontal Shifting/ Translation Horizontal Shifting/ Translation Shifting,

More information

Connecting Algebra and Geometry with Polygons

Connecting Algebra and Geometry with Polygons Connecting Algebra and Geometr with Polgons 15 Circles are reall important! Once ou know our wa around a circle, ou can use this knowledge to figure out a lot of other things! 15.1 Name That Triangle!

More information

Topic 2 Transformations of Functions

Topic 2 Transformations of Functions Week Topic Transformations of Functions Week Topic Transformations of Functions This topic can be a little trick, especiall when one problem has several transformations. We re going to work through each

More information

Section 4.3 Features of a Line

Section 4.3 Features of a Line Section.3 Features of a Line Objectives In this section, ou will learn to: To successfull complete this section, ou need to understand: Identif the - and -intercepts of a line. Plotting points in the --plane

More information

MEM380 Applied Autonomous Robots Winter Robot Kinematics

MEM380 Applied Autonomous Robots Winter Robot Kinematics MEM38 Applied Autonomous obots Winter obot Kinematics Coordinate Transformations Motivation Ultimatel, we are interested in the motion of the robot with respect to a global or inertial navigation frame

More information

Math 26: Fall (part 1) The Unit Circle: Cosine and Sine (Evaluating Cosine and Sine, and The Pythagorean Identity)

Math 26: Fall (part 1) The Unit Circle: Cosine and Sine (Evaluating Cosine and Sine, and The Pythagorean Identity) Math : Fall 0 0. (part ) The Unit Circle: Cosine and Sine (Evaluating Cosine and Sine, and The Pthagorean Identit) Cosine and Sine Angle θ standard position, P denotes point where the terminal side of

More information

L3 Rigid Motion Transformations 3.1 Sequences of Transformations Per Date

L3 Rigid Motion Transformations 3.1 Sequences of Transformations Per Date 3.1 Sequences of Transformations Per Date Pre-Assessment Which of the following could represent a translation using the rule T (, ) = (, + 4), followed b a reflection over the given line? (The pre-image

More information

Modeling Transformations

Modeling Transformations Modeling Transformations Michael Kazhdan (601.457/657) HB Ch. 5 FvDFH Ch. 5 Announcement Assignment 2 has been posted: Due: 10/24 ASAP: Download the code and make sure it compiles» On windows: just build

More information

Unit 2: Function Transformation Chapter 1

Unit 2: Function Transformation Chapter 1 Basic Transformations Reflections Inverses Unit 2: Function Transformation Chapter 1 Section 1.1: Horizontal and Vertical Transformations A of a function alters the and an combination of the of the graph.

More information

Def.: a, b, and c are called the for the line L. x = y = z =

Def.: a, b, and c are called the for the line L. x = y = z = Bob Brown, CCBC Dundalk Math 253 Calculus 3, Chapter Section 5 Completed Lines in Space Eercise : Consider the vector v = Sketch and describe the following set: t v ta, tb, tc : t a, b, c. Let P =,,. Sketch

More information

Lesson 12: Sine 5 = 15 3

Lesson 12: Sine 5 = 15 3 Lesson 12: Sine How did ou do on that last worksheet? Is finding the opposite side and adjacent side of an angle super-duper eas for ou now? Good, now I can show ou wh I wanted ou to learn that first.

More information

Graphs, Linear Equations, and Functions

Graphs, Linear Equations, and Functions Graphs, Linear Equations, and Functions. The Rectangular R. Coordinate Fractions Sstem bjectives. Interpret a line graph.. Plot ordered pairs.. Find ordered pairs that satisf a given equation. 4. Graph

More information

Lecture 4: Transforms. Computer Graphics CMU /15-662, Fall 2016

Lecture 4: Transforms. Computer Graphics CMU /15-662, Fall 2016 Lecture 4: Transforms Computer Graphics CMU 15-462/15-662, Fall 2016 Brief recap from last class How to draw a triangle - Why focus on triangles, and not quads, pentagons, etc? - What was specific to triangles

More information

9 3 Rotations 9 4 Symmetry

9 3 Rotations 9 4 Symmetry h 9: Transformations 9 1 Translations 9 Reflections 9 3 Rotations 9 Smmetr 9 1 Translations: Focused Learning Target: I will be able to Identif Isometries. Find translation images of figures. Vocabular:

More information

PARAMETRIC EQUATIONS AND POLAR COORDINATES

PARAMETRIC EQUATIONS AND POLAR COORDINATES 9 ARAMETRIC EQUATIONS AND OLAR COORDINATES So far we have described plane curves b giving as a function of f or as a function of t or b giving a relation between and that defines implicitl as a function

More information

Geometric Transformations

Geometric Transformations CS INTRODUCTION TO COMPUTER GRAPHICS Geometric Transformations D and D Andries an Dam 9/9/7 /46 CS INTRODUCTION TO COMPUTER GRAPHICS How do we use Geometric Transformations? (/) Objects in a scene at the

More information

Chapter 3. Interpolation. 3.1 Introduction

Chapter 3. Interpolation. 3.1 Introduction Chapter 3 Interpolation 3 Introduction One of the fundamental problems in Numerical Methods is the problem of interpolation, that is given a set of data points ( k, k ) for k =,, n, how do we find a function

More information

20 Calculus and Structures

20 Calculus and Structures 0 Calculus and Structures CHAPTER FUNCTIONS Calculus and Structures Copright LESSON FUNCTIONS. FUNCTIONS A function f is a relationship between an input and an output and a set of instructions as to how

More information

Module 2, Section 2 Graphs of Trigonometric Functions

Module 2, Section 2 Graphs of Trigonometric Functions Principles of Mathematics Section, Introduction 5 Module, Section Graphs of Trigonometric Functions Introduction You have studied trigonometric ratios since Grade 9 Mathematics. In this module ou will

More information

2-3. Attributes of Absolute Value Functions. Key Concept Absolute Value Parent Function f (x)= x VOCABULARY TEKS FOCUS ESSENTIAL UNDERSTANDING

2-3. Attributes of Absolute Value Functions. Key Concept Absolute Value Parent Function f (x)= x VOCABULARY TEKS FOCUS ESSENTIAL UNDERSTANDING - Attributes of Absolute Value Functions TEKS FOCUS TEKS ()(A) Graph the functions f() =, f() =, f() =, f() =,f() = b, f() =, and f() = log b () where b is,, and e, and, when applicable, analze the ke

More information

Answers. Chapter 2. 1) Give the coordinates of the following points:

Answers. Chapter 2. 1) Give the coordinates of the following points: Answers Chapter 2 1) Give the coordinates of the following points: a (-2.5, 3) b (1, 2) c (2.5, 2) d (-1, 1) e (0, 0) f (2, -0.5) g (-0.5, -1.5) h (0, -2) j (-3, -2) 1 2) List the 48 different possible

More information

turn counterclockwise from the positive x-axis. However, we could equally well get to this point by a 3 4 turn clockwise, giving (r, θ) = (1, 3π 2

turn counterclockwise from the positive x-axis. However, we could equally well get to this point by a 3 4 turn clockwise, giving (r, θ) = (1, 3π 2 Math 133 Polar Coordinates Stewart 10.3/I,II Points in polar coordinates. The first and greatest achievement of modern mathematics was Descartes description of geometric objects b numbers, using a sstem

More information

The Cartesian plane 15B

The Cartesian plane 15B Weblink attleship Game e A bishop can move diagonall an number of (unoccupied) squares at a time. omplete the following sentence: With its net move, the bishop at b could capture the........ (name the

More information

MAN-522: COMPUTER VISION SET-2 Projections and Camera Calibration

MAN-522: COMPUTER VISION SET-2 Projections and Camera Calibration MAN-522: COMPUTER VISION SET-2 Projections and Camera Calibration Image formation How are objects in the world captured in an image? Phsical parameters of image formation Geometric Tpe of projection Camera

More information

Polar Coordinates. 2, π and ( )

Polar Coordinates. 2, π and ( ) Polar Coordinates Up to this point we ve dealt exclusively with the Cartesian (or Rectangular, or x-y) coordinate system. However, as we will see, this is not always the easiest coordinate system to work

More information

ME5286 Robotics Spring 2014 Quiz 1 Solution. Total Points: 30

ME5286 Robotics Spring 2014 Quiz 1 Solution. Total Points: 30 Page 1 of 7 ME5286 Robotics Spring 2014 Quiz 1 Solution Total Points: 30 (Note images from original quiz are not included to save paper/ space. Please see the original quiz for additional information and

More information

PROBLEM SOLVING WITH EXPONENTIAL FUNCTIONS

PROBLEM SOLVING WITH EXPONENTIAL FUNCTIONS Topic 21: Problem solving with eponential functions 323 PROBLEM SOLVING WITH EXPONENTIAL FUNCTIONS Lesson 21.1 Finding function rules from graphs 21.1 OPENER 1. Plot the points from the table onto the

More information

More on Transformations. COS 426, Spring 2019 Princeton University

More on Transformations. COS 426, Spring 2019 Princeton University More on Transformations COS 426, Spring 2019 Princeton Universit Agenda Grab-bag of topics related to transformations: General rotations! Euler angles! Rodrigues s rotation formula Maintaining camera transformations!

More information

3D Geometry and Camera Calibration

3D Geometry and Camera Calibration 3D Geometr and Camera Calibration 3D Coordinate Sstems Right-handed vs. left-handed 2D Coordinate Sstems ais up vs. ais down Origin at center vs. corner Will often write (u, v) for image coordinates v

More information

Lesson 11 Skills Maintenance. Activity 1. Model. The addition problem is = 4. The subtraction problem is 5 9 = 4.

Lesson 11 Skills Maintenance. Activity 1. Model. The addition problem is = 4. The subtraction problem is 5 9 = 4. Lesson Skills Maintenance Lesson Planner Vocabular Development -coordinate -coordinate point of origin Skills Maintenance ddition and Subtraction of Positive and Negative Integers Problem Solving: We look

More information

CSE328 Fundamentals of Computer Graphics: Theory, Algorithms, and Applications

CSE328 Fundamentals of Computer Graphics: Theory, Algorithms, and Applications CSE328 Fundamentals of Computer Graphics: Theor, Algorithms, and Applications Hong in State Universit of New York at Ston Brook (Ston Brook Universit) Ston Brook, New York 794-44 Tel: (63)632-845; Fa:

More information

Enhanced Instructional Transition Guide

Enhanced Instructional Transition Guide Enhanced Instructional Transition Guide Grade / Unit : Suggested Duration: das Unit : Statistics ( das) Possible Lesson 0 ( das) Possible Lesson 0 ( das) POSSIBLE LESSON 0 ( das) This lesson is one approach

More information

GRAPHICS OUTPUT PRIMITIVES

GRAPHICS OUTPUT PRIMITIVES CHAPTER 3 GRAPHICS OUTPUT PRIMITIVES LINE DRAWING ALGORITHMS DDA Line Algorithm Bresenham Line Algorithm Midpoint Circle Algorithm Midpoint Ellipse Algorithm CG - Chapter-3 LINE DRAWING Line drawing is

More information

Using Algebraic Geometry to Study the Motions of a Robotic Arm

Using Algebraic Geometry to Study the Motions of a Robotic Arm Using Algebraic Geometry to Study the Motions of a Robotic Arm Addison T. Grant January 28, 206 Abstract In this study we summarize selected sections of David Cox, John Little, and Donal O Shea s Ideals,

More information

2.2 Differential Forms

2.2 Differential Forms 2.2 Differential Forms With vector analsis, there are some operations such as the curl derivative that are difficult to understand phsicall. We will introduce a notation called the calculus of differential

More information

9. f(x) = x f(x) = x g(x) = 2x g(x) = 5 2x. 13. h(x) = 1 3x. 14. h(x) = 2x f(x) = x x. 16.

9. f(x) = x f(x) = x g(x) = 2x g(x) = 5 2x. 13. h(x) = 1 3x. 14. h(x) = 2x f(x) = x x. 16. Section 4.2 Absolute Value 367 4.2 Eercises For each of the functions in Eercises 1-8, as in Eamples 7 and 8 in the narrative, mark the critical value on a number line, then mark the sign of the epression

More information

Representing 2D Transformations as Matrices

Representing 2D Transformations as Matrices Representing 2D Transformations as Matrices John E. Howland Department of Computer Science Trinity University One Trinity Place San Antonio, Texas 78212-7200 Voice: (210) 999-7364 Fax: (210) 999-7477 E-mail:

More information

CS559: Computer Graphics

CS559: Computer Graphics CS559: Computer Graphics Lecture 8: 3D Transforms Li Zhang Spring 28 Most Slides from Stephen Chenne Finish Color space Toda 3D Transforms and Coordinate sstem Reading: Shirle ch 6 RGB and HSV Green(,,)

More information

Section 3.1: Introduction to Linear Equations in 2 Variables Section 3.2: Graphing by Plotting Points and Finding Intercepts

Section 3.1: Introduction to Linear Equations in 2 Variables Section 3.2: Graphing by Plotting Points and Finding Intercepts Remember to read the tetbook before attempting to do our homework. Section 3.1: Introduction to Linear Equations in 2 Variables Section 3.2: Graphing b Plotting Points and Finding Intercepts Rectangular

More information

Translations, Reflections, and Rotations

Translations, Reflections, and Rotations Translations, Reflections, and Rotations The Marching Cougars Lesson 9-1 Transformations Learning Targets: Perform transformations on and off the coordinate plane. Identif characteristics of transformations

More information

Forward kinematics and Denavit Hartenburg convention

Forward kinematics and Denavit Hartenburg convention Forward kinematics and Denavit Hartenburg convention Prof. Enver Tatlicioglu Department of Electrical & Electronics Engineering Izmir Institute of Technology Chapter 5 Dr. Tatlicioglu (EEE@IYTE) EE463

More information

High Dimensional Rendering in OpenGL

High Dimensional Rendering in OpenGL High Dimensional Rendering in OpenGL Josh McCo December, 2003 Description of Project Adding high dimensional rendering capabilit to the OpenGL graphics programming environment is the goal of this project

More information

Projection: Mapping 3-D to 2-D. Orthographic Projection. The Canonical Camera Configuration. Perspective Projection

Projection: Mapping 3-D to 2-D. Orthographic Projection. The Canonical Camera Configuration. Perspective Projection Projection: Mapping 3-D to 2-D Our scene models are in 3-D space and images are 2-D so we need some wa of projecting 3-D to 2-D The fundamental approach: planar projection first, we define a plane in 3-D

More information

ECE241 - Digital Systems. University of Toronto. Lab #2 - Fall Introduction Computer-Aided Design Software, the DE2 Board and Simple Logic

ECE241 - Digital Systems. University of Toronto. Lab #2 - Fall Introduction Computer-Aided Design Software, the DE2 Board and Simple Logic ECE24 - Digital Sstems Universit of Toronto Lab #2 - Fall 28 Introduction Computer-Aided Design Software, the DE2 Board and Simple Logic. Introduction The purpose of this eercise is to introduce ou to

More information

To Do. Computer Graphics (Fall 2004) Course Outline. Course Outline. Motivation. Motivation

To Do. Computer Graphics (Fall 2004) Course Outline. Course Outline. Motivation. Motivation Comuter Grahics (Fall 24) COMS 416, Lecture 3: ransformations 1 htt://www.cs.columbia.edu/~cs416 o Do Start (thinking about) assignment 1 Much of information ou need is in this lecture (slides) Ask A NOW

More information

Bias-Variance Decomposition Error Estimators

Bias-Variance Decomposition Error Estimators Bias-Variance Decomposition Error Estimators Cross-Validation Bias-Variance tradeoff Intuition Model too simple does not fit the data well a biased solution. Model too comple small changes to the data,

More information

Bias-Variance Decomposition Error Estimators Cross-Validation

Bias-Variance Decomposition Error Estimators Cross-Validation Bias-Variance Decomposition Error Estimators Cross-Validation Bias-Variance tradeoff Intuition Model too simple does not fit the data well a biased solution. Model too comple small changes to the data,

More information

Implicit Differentiation - the basics

Implicit Differentiation - the basics x x 6 Implicit Differentiation - the basics Implicit differentiation is the name for the method of differentiation that we use when we have not explicitl solved for in terms of x (that means we did not

More information