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

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

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

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

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

CS452/552; EE465/505. Geometry Transformations

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

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

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

Today s Agenda. Geometry

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

CS 432 Interactive Computer Graphics

Lecture 9: Transformations. CITS3003 Graphics & Animation

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

Vector Calculus: Understanding the Cross Product

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

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

COMP30019 Graphics and Interaction Three-dimensional transformation geometry and perspective

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

Graphics and Interaction Transformation geometry and homogeneous coordinates

COMP30019 Graphics and Interaction Transformation geometry and homogeneous coordinates

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

Game Mathematics. (12 Week Lesson Plan)

x = 12 x = 12 1x = 16

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

Maths for Signals and Systems Linear Algebra in Engineering. Some problems by Gilbert Strang

Computer Graphics Hands-on

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

Transformations. Write three rules based on what you figured out above: To reflect across the y-axis. (x,y) To reflect across y=x.

Introduction to Homogeneous coordinates

3D Viewing. CS 4620 Lecture 8

GEOMETRIC OBJECTS AND TRANSFORMATIONS I

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

Three Main Themes of Computer Graphics

Graphics. Vector and Matrix Algebra. Korea Univ. Computer Graphics Lab. Graphics Korea University.

Graphics. Vector and Matrix Algebra. Korea Univ. Computer Graphics Lab. Graphics Korea University.

2-9 Operations with Complex Numbers

Perspective Mappings. Contents

3D Viewing Episode 2

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

"Unpacking the Standards" 4th Grade Student Friendly "I Can" Statements I Can Statements I can explain why, when and how I got my answer.

Video of BALSA Scanline Poly Fill Algorithm Animator CS 460. Computer Graphics. Scanline Polygon Fill Algorithm

Unit 2: Accentuate the Negative Name:

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

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

Column and row space of a matrix

JAMAICA_9th Grade Math Table of Content

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

"Unpacking the Standards" 5th Grade Student Friendly "I Can" Statements I Can Statements I can explain what the remainder means in a word problem.

MET71 COMPUTER AIDED DESIGN

Grade 6 Math Proficiency Scale Quarter 1

UNIT 2 2D TRANSFORMATIONS

CS 130 Final. Fall 2015

3D Viewing Episode 2

Chapter 5. Projections and Rendering

Overview. By end of the week:

CS184: Using Quaternions to Represent Rotation

CS 445 / 645 Introduction to Computer Graphics. Lecture 21 Representing Rotations

FreeMat Tutorial. 3x + 4y 2z = 5 2x 5y + z = 8 x x + 3y = -1 xx

(a) rotating 45 0 about the origin and then translating in the direction of vector I by 4 units and (b) translating and then rotation.

Computer Graphics Hands-on

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

Perspective Projection in Homogeneous Coordinates

Scalars & Vectors Learning Outcomes

OUTLINES. Variable names in MATLAB. Matrices, Vectors and Scalar. Entering a vector Colon operator ( : ) Mathematical operations on vectors.

Hello, welcome to the video lecture series on Digital Image Processing. So in today's lecture

Name Hr. Honors Geometry Lesson 9-1: Translate Figures and Use Vectors

Computer Graphics: Geometric Transformations

Computer Vision cmput 428/615

Splines & Quaternions (splines.txt) by Jochen Wilhelmy a.k.a. digisnap

Lesson 24: Matrix Notation Encompasses New Transformations!

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

Transformations with Matrices Moved by Matrices

Common Core State Standards. August 2010

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

PetShop (BYU Students, SIGGRAPH 2006)

Matrix Operations with Applications in Computer Graphics

GPS SP1. Students will analyze the relationships between force, mass, gravity, and the motion of objects.

Matrices. Chapter Matrix A Mathematical Definition Matrix Dimensions and Notation

Chapter 1: Number and Operations

Figure 1. Lecture 1: Three Dimensional graphics: Projections and Transformations

THE COMPUTER MODELLING OF GLUING FLAT IMAGES ALGORITHMS. Alekseí Yu. Chekunov. 1. Introduction

Matrix Transformations The position of the corners of this triangle are described by the vectors: 0 1 ] 0 1 ] Transformation:

Unit Title Key Concepts Vocabulary CCS

Graphics pipeline and transformations. Composition of transformations

COMP3421. Vector geometry, Clipping

Triangles Ramps and Energy

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

2D Object Definition (1/3)

NFC ACADEMY MATH 600 COURSE OVERVIEW

2D Image Transforms Computer Vision (Kris Kitani) Carnegie Mellon University

Chapter 2 - Basic Mathematics for 3D Computer Graphics

COMP3421. Week 2 - Transformations in 2D and Vector Geometry Revision

Input Nodes. Surface Input. Surface Input Nodal Motion Nodal Displacement Instance Generator Light Flocking

5. GENERALIZED INVERSE SOLUTIONS

(based on Assessment Criteria)

CSE328 Fundamentals of Computer Graphics

SUMMARY. CS380: Introduction to Computer Graphics Varying Variables Chapter 13. Min H. Kim KAIST School of Computing 18/04/26.

ME 201 Engineering Mechanics: Statics. Unit 1.2 Scalars and Vectors Vector Operations Vector Addition of Forces

Overview. Affine Transformations (2D and 3D) Coordinate System Transformations Vectors Rays and Intersections

CS559 Computer Graphics Fall 2015

Transcription:

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 a coordinate-free manner Define basic primitives - Line segments - Polygons 2

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 Want a minimum set of primitives from which we can build more sophisticated objects We will need three basic elements - Scalar: number representing magnitude - Vector: quantity representing magnitude and direction - Point: location in space 3

Vectors Physical definition: a vector 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 v 4

Vector Operations Every vector has an inverse - Same magnitude but points in opposite direction Every vector can be multiplied by a scalar There is a zero vector - Zero magnitude, undefined orientation The sum of any two vectors is a vector - Use head-to-tail axiom v -v v v u w 5

Vectors Lack Position These vectors are identical - Same length and magnitude Vectors spaces insufficient for geometry - Need points 6

Points Location in space Operations allowed between points and vectors - Point-point subtraction yields a vector - Equivalent to point-vector addition v=p-q P=v+Q 7

Planes A plane be determined by a point and two vectors or by three points P(,)=R+u+v P(,)=R+(Q-R)+(P-Q) 8

Triangles convex sum of S() and R convex sum of P and Q for 0<=,<=1, we get all points in triangle 9

Coordinate System Consider a basis v 1, v 2,., v n (such as the x, y, and z axes) A vector is written v= 1 v 1 + 2 v 2 +.+ n v n The list of scalars { 1, 2,. n }is the representation of v with respect to the given basis We can write the representation as a row or column array of scalars: a=[ 1 2. n ] T =. Ex: v=2v 1 +3v 2-4v 3 a=[2 3 4] T This representation is with respect to a particular basis 1 2 n 10

Coordinate Frame To form a coordinate frame, we must add a single point, the origin, to the basis vectors. P 0 v 2 P 0 v 1 v 3 11

Representation of Vectors and Points Frame determined by (P 0, v 1, v 2, v 3 ) Within this frame, every vector can be written as v= 1 v 1 + 2 v 2 +.+ n v n Every point can be written as P = P 0 + 1 v 1 + 2 v 2 +.+ n v n Vector is just direction Point is anchored: displaced from origin 12

Confusing Points and Vectors Points and vectors appear to have similar representations p = [ 1 2 3 ] v = [ 1 2 3 ] A vector has no position. v Vector can be placed anywhere p v point: fixed 13

A Single Representation If we define 0 P = 0 and 1 P =P then we can write v= 1 v 1 + 2 v 2 + 3 v 3 = [ 1 2 3 0][v 1 v 2 v 3 P 0 ] T P = P 0 + 1 v 1 + 2 v 2 + 3 v 3 = [ 1 2 3 1][v 1 v 2 v 3 P 0 ] T Thus we obtain the 4D homogeneous coordinate representation v = [ 1 2 3 0] T p = [ 1 2 3 1] T 14

Homogeneous Coordinates The homogeneous coordinates form for a three dimensional point [x y z] is given as p =[x y z w] T =[wx wy wz w] T We return to a three dimensional point (for w0) by xx /w yy /w zz /w If w=0, the representation is that of a vector Note that homogeneous coordinates replaces points in three dimensions by lines through the origin in four dimensions For w=1, the representation of a point is [x y z 1] 15

Homogeneous Coordinates and Computer Graphics Homogeneous coordinates are key to all computer graphics systems - All standard transformations (rotation, translation, scaling) can be implemented by matrix multiplications with 4 x 4 matrices - Hardware pipeline works with 4D representations - For orthographic viewing, we can maintain w = 0 for vectors and w = 1 for points - For perspective, we need a perspective division 16