What You ll See in This Chapter. Word Cloud. René Descartes. Introduction. Ian Parberry University of North Texas. Fletcher Dunn

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What You ll See in This Chapter Chapter 1: Cartesian Coordinate Systems Fletcher Dunn Valve Software Ian Parberry University of North Texas This chapter describes the basic concepts of 3D math. It is divided into five main sections. Section 1.1 reviews some basic principles of number systems, and The First Law of Computer Graphics. Since it is so basic, it won t be covered in these notes. Section 1.2 introduces 2D Cartesian mathematics, the mathematics of flat surfaces. We will learn how to describe a 2D cartesian coordinate space and how to locate points using that space. In Section 1.3 extends these ideas into three dimensions. We will learn about left and right handed coordinate spaces, and establish some conventions that we will use later. Section 1.4 covers some odds and ends of math needed for the rest of the book. 3D Math Primer for Graphics and Game Development 2 Word Cloud Introduction and Section 1.1: 1D Mathematics Chapter 1 Notes 3D Math Primer for Game Developers 3 4 Introduction 3D math is all about measuring locations, distances, and angles precisely and mathematically in 3D space. The most frequently used framework to perform such calculations using a computer is called the Cartesian coordinate system. René Descartes Cartesian mathematics was invented by (and is named after) French philosopher, physicist, physiologist, and mathematician René Descartes, 1596 1650. Descartes is famous not just for inventing Cartesian mathematics, which at the time was a stunning unification of algebra and geometry. He is also well known for making a pretty good stab of answering the question How do I know something is true?, a question that has kept generations of philosophers happily employed. 5 6

René Descartes, 1596 1650 (After Frans Hals, Portrait of René Descartes, from Wikimedia Commons.) 1D Mathematics We assume that you already know about the natural numbers, the integers, the rational numbers, and the real numbers. On a computer you have to make do with shorts, ints, floats, and doubles. These have limited precision. We assume that you have a basic understanding about how numbers are represented on a computer. Remember the First Law of Computer Graphics: If it looks right, it is right. 7 8 The City of Cartesia Section 1.2: 2D Cartesian Space As you can see from the map on the next slide, Center Street runs east west through the middle of town. All other east west streets are named based on whether they are north or south of Center Street, and how far away they are from Center Street. Examples of streets which run east west are North 3rd Street and South 15th Street. The other streets in Cartesia run north south. Division Street runs north south through the middle of town. All other north south streets are named based on whether they are east or west of Division street, and how far away they are from Division Street. So we have streets such as East 5th Street and West 22nd Street. 9 10 2D Coordinate Spaces All that really matters are the numbers. The abstract version of this is called a 2D Cartesian coordinate space. 11 12

Origin and Axes Every 2D Cartesian coordinate space has a special location, called the origin, which is the center of the coordinate system. The origin is analogous to the center of the city in Cartesia. Every 2D Cartesian coordinate space has two straight lines that pass through the origin. Each line is known as an axis and extends infinitely in both directions. The two axes are perpendicular to each other. (Caveat: They don't have to be, but most of the coordinate systems we will look at will have perpendicular axes.) Axes In the figure on the previous slide, the horizontal axis is called the x axis, with positive x pointing to the right, and the vertical axis is the y axis, with positive y pointing up. This is the customary orientation for the axes in a diagram. 13 14 Screen Space But it doesn t have to be this way. It s only a convention. In screen space, for example, +y points down. Screen space is how you measure on a computer screen, with the origin at the top left corner. Axis Orientation There are 8 possible ways of orienting the Cartesian axes. 15 16 Locating Points in 2D Point (x,y) is located x units across and y units up from the origin. Axis Equivalence in 2D These 8 alternatives can be obtained by rotating the map around 2 axes (any 2 will do). Surprisingly, this is not true of 3D coordinate space, as we will see later. 17 18

Examples Section 1.3: 3D Cartesian Space 19 20 3D Cartesian Space Locating Points in 3D Point (x,y,z) is located x units along the x axis, y units along the y axis, and z units along the z axis from the origin. 21 22 Axis Equivalence in 3D Recall that in 2D the alternatives for axis orientation can be obtained by rotating the map around 2 axes. As we said, this is not true of 3D coordinate space. Visualizing 3D Space The usual convention is that the x axis is horizontal and positive is right, and that the y axis is vertical and positive is up The z axis is depth, but should the positive direction go forwards into the screen or backwards out from the screen? 23 24

Left handed Coordinates +z goes into screen Use your left hand Thumb is +x Index finger is +y Second finger is +z Right handed Coordinates + z goes out from screen Use your right hand Thumb is +x Index finger is +y Second finger is +z (Same fingers, different hand) 25 26 Changing Conventions To swap between left and right handed coordinate systems, negate the z. Graphics books usually use left handed. Linear algebra books usually use right handed. We ll use left handed. Positive Rotation Use your left hand for a left handed coordinate space, and your right hand for a right handed coordinate space. Point your thumb in the positive direction of the axis of rotation (which may not be one of the principal axes). Your fingers curl in the direction of positive rotation. 27 28 Positive Rotation Our Convention For the remainder of these lecture notes, as in the book, we will use a left handed coordinate system. 29 30

Odds and Ends of Math Used Summation and product notation: Section 1.4: Odds and Ends 31 32 Angles θ Radians An angle measures an amount of rotation in the plane. Variables for angles are often given the Greek letter θ. The most important units of measure are degrees ( ) and radians (rad). Humans usually measure angles using degrees. One degree measures 1/360th of a revolution, so 360 is a complete revolution. Mathematicians, prefer to measure angles in radians, which is a unit of measure based on the properties of a circle. When we specify the angle between two rays in radians, we are actually measuring the length of the intercepted arc of a unit circle, as shown in the figure on the next slide. 33 34 Radians and Degrees The circumference of a unit circle is 2π radians, with π approximately equal to 3.14159265359. Therefore, 2π radians represents a complete revolution. Since 360 = 2π rad, 180 = π rad. To convert an angle from radians to degrees, we multiply by 180/π 57.29578 and to convert an angle from degrees to radians, we multiply by π/180 0.01745329. Trig Functions Consider the angle θ between the +x axis and a ray to the point (x,y) in this diagram. 35 36

Cosine & Sine The values of x and y, the coordinates of the endpoint of the ray, have special properties, and are so significant mathematically that they have been assigned special functions, known as the cosine and sine of the angle. cos θ = x sin θ = y You can easily remember which is which because they are in alphabetical order: x comes before y, and cos comes before sin. More Trig Functions The secant, cosecant, tangent, and cotangent. 37 38 Back to Sine and Cos If we form a right triangle using the rotated ray as the hypotenuse, we see that x and y give the lengths of the adjacent and opposite legs of the triangle, respectively. The terms adjacent and opposite are relative to the angle θ. Alphabetical order is again a useful memory aid: adjacent and opposite are in the same order as the corresponding cosine and sine. Let the variables hypotenuse, adjacent, and opposite stand for the lengths of the hypotenuse, adjacent leg, and opposite leg, respectively, as shown on the next slide. 39 40 Primary Trig Functions Mnemonics for Trig Functions 41 42

Alternative Forms Identities Related to Symmetry Some old horse Caught another horse Taking oats away Some old hippy Caught another hippy Tripping on acid 43 44 The Pythagorean Theorem The sum of the squares of the two legs of a right triangle (those sides that are adjacent to the right angle) is equal to the square of the hypotenuse (the leg opposite the right angle). That is, a 2 + b 2 = c 2. Pythagorean Identities These identities can be derived by applying the Pythagorean theorem to the unit circle. sin 2 θ + cos 2 θ = 1 1 + tan 2 θ = sec 2 θ 1 + cot 2 θ = csc 2 θ 45 46 Sum & Difference Identities Double Angle Identities If we apply the sum identities to the special case where a and b are the same, we get the following double angle identities. 47 48

Law of Sines Law of Cosines 49 50 That concludes Chapter 1. Next, Chapter 2: Vectors 51