Computer Graphics Geometric Objects and Transformations

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Computer Graphics Geometric Objects and Transformations

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Computer Graphics Geometric Objects and Transformations. Identical vectors. Scalars, Points, and Vectors :. A scalar is a magnitude only. Ex: -3.5. - PowerPoint PPT Presentation

Transcript of Computer Graphics Geometric Objects and Transformations

Page 1: Computer Graphics Geometric Objects and Transformations

Computer GraphicsGeometric Objects and Transformations

Page 2: Computer Graphics Geometric Objects and Transformations

Scalars, Points, and Vectors:

A scalar is a magnitude only. Ex: -3.5

A vector is a magnitude and a direction. Vectors are represented pictorially as a DIRECTED LINE SEGMENT. The length of the vector represents its magnitude.

Identical vectors

Page 3: Computer Graphics Geometric Objects and Transformations

Scalars, Points, and Vectors:

Two vectors are ADDED using the HEAD-TO-TAIL rule, and addition is commutative.

A vector is NOT ANCHORED in space. A POINT is anchored in space as the HEAD of a vector extending outward from the ORIGIN of the space.

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Lines:

if P and Q are points in an affine space, the set of points of the form

R(t) =(1- t) P + t Q

form a line passing through P and Q.

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Lines:

The parametric form of a line in space is given by:

P( ) = Q + v

Q is the anchor point

v is a vector that points in the direction of the line.

is a scalar that varies

P( ), a function of , is the set of all points along the line passing through Q and having the direction v.

( Note that this notation is slightly different than the text.)

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Convexity:

An object is CONVEX if any point on a line segment between any two points in the object is also in the object.

The CONVEX HULL of an object is the smallest convex object which contains the original.

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Dot and Cross Products:

The square of the magnitude of a vector v is given by

the dot product:

| v | = v v.2

v v = v v + v v + … + v v2 21 n. 1 n

v =v1

v2

vn

...

Page 8: Computer Graphics Geometric Objects and Transformations

Dot and Cross Products:

The cosine of the angle between two vectors u and v is given by

cos 0 = |u | |v|

u v = u v + u v + … + u v2 21 n. 1 nv =

v1

v2

vn

...

.u v

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Dot and Cross Products:

The angle between two vectors u and v can also be computed using the magnitude of the cross product

|sin 0| = |u | |v| |u x v|

v =v1

v2

v3

u =u1

u2

u3

u x v = u v - u v 3 22 3

u v - u v 1 33 1

u v - u v 2 11 2

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Planes:

if P, Q and R are three points in an affine space, and they are not coliniear, then the plane defined by P, R and Q is:

F(s,t) = (1-s)((1- t) P + t Q)+ s R

A plane can also be described in terms of a point, P, and two non-parallel vectors, u and v

A = P + u + v

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Planes:

The plane equation can also be given as follows:

(a,b,c) (x-x0,y-y0,z-z0) = 0

where n = (a,b,c) plane normal

T = (x,y,z) T represents any test point

P = (x0,y0,z0) a known point in the plane

.

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Planes:

ax + by + cz + d = 0 ,where d = -(ax0 + by0 + cz0)

If we evaluate the left side for a given point T = (x,y,z) in 3D space and the result is

< 0, T lies beneath the plane

= 0, T lies on the plane

> 0, T lies above the plane

Page 13: Computer Graphics Geometric Objects and Transformations

Planes:

A plane can also be described in terms of a point, P, and two non-parallel vectors, u and v

A = P + u + v

A vector, n, which is orthogonal to both u and v can be computed as

n = u x v n