CSCE 552 Fall 2012 Math By Jijun Tang. Applied Trigonometry Trigonometric functions Defined using...
-
Upload
alisha-pearson -
Category
Documents
-
view
219 -
download
0
description
Transcript of CSCE 552 Fall 2012 Math By Jijun Tang. Applied Trigonometry Trigonometric functions Defined using...
CSCE 552 Fall 2012
Math
By Jijun Tang
Applied Trigonometry
Trigonometric functions Defined using right triangle
x
yh
Applied Trigonometry
Angles measured in radians
Full circle contains 2 radians
arcs
Vectors and Scalars
Scalars represent quantities that can be described fully using one value Mass Time Distance
Vectors describe a magnitude and direction together using multiple values
Examples of vectors
Difference between two points Magnitude is the distance between the points Direction points from one point to the other
Velocity of a projectile Magnitude is the speed of the projectile Direction is the direction in which it’s traveling
A force is applied along a direction
Vectors Add and Subtraction
Two vectors V and W are added by placing the beginning of W at the end of V
Subtraction reverses the second vector
V
WV + W
V
W
V
V – W–W
Matrix Representation
The entry of a matrix M in the i-th row and j-th column is denoted Mij
For example,
Vectors and Matrices
Example matrix product
Identity Matrix In
For any n n matrix M,the product with theidentity matrix is M itself
InM = M MIn = M
Invertible
An n n matrix M is invertible if there exists another matrix G such that
The inverse of M is denoted M-1
1 0 0
0 1 0
0 0 1
n
MG GM I
Inverse of 2x2 and 3x3
The inverse of a 2 2 matrix M is
The inverse of a 3 3 matrix M is
Inverse of 4x4
1 1 1 111 12 13
1 1 1 1 1 121 22 23
11 1 1 131 32 33
1 0 0 0 1
x
y
z
R R R
R R R
R R R
R T
R R T R TM
R T
0
Gauss-Jordan Elimination
Gaussian Elimination
The Dot Product
The dot product is a product between two vectors that produces a scalar
The dot product between twon-dimensional vectors V and W is given by
In three dimensions,
Dot Product Usage
The dot product can be used to project one vector onto another
V
W
Dot Product Properties
The dot product satisfies the formula
is the angle between the two vectors Dot product is always 0 between
perpendicular vectors If V and W are unit vectors, the dot
product is 1 for parallel vectors pointing in the same direction, -1 for opposite
Self Dot Product
The dot product of a vector with itself produces the squared magnitude
Often, the notation V 2 is used as shorthand for V V
The Cross Product
The cross product is a product between two vectors the produces a vector
The cross product only applies in three dimensions The cross product is perpendicular to both
vectors being multiplied together The cross product between two parallel
vectors is the zero vector (0, 0, 0)
Illustration
The cross product satisfies the trigonometric relationship
This is the area ofthe parallelogramformed byV and W
V
W
||V|| sin
Area and Cross Product
The area A of a triangle with vertices P1, P2, and P3 is thus given by
Rules
Cross products obey the right hand rule If first vector points along right thumb, and
second vector points along right fingers, Then cross product points out of right palm
Reversing order of vectors negates the cross product:
Cross product is anticommutative
Rules in Figure
Formular
The cross product between V and W is
A helpful tool for remembering this formula is the pseudodeterminant (x, y, z) are unit vectors
Alternative
The cross product can also be expressed as the matrix-vector product
The perpendicularity property means
Transformations
Calculations are often carried out in many different coordinate systems
We must be able to transform information from one coordinate system to another easily
Matrix multiplication allows us to do this
Illustration
R S T
Suppose that the coordinate axes in one coordinate system correspond to the directions R, S, and T in another
Then we transform a vector V to the RST system as follows
2D Example
θ
2D Rotations
Rotation Around Arbitrary VectorRotation about an arbitrary vector Counterclockwise rotation about an arbitrary vector (lx,ly,lz) normalised so that by an angle α is given by a matrix
where
Transformation matrix
We transform back to the original system by inverting the matrix:
Often, the matrix’s inverse is equal to its transpose—such a matrix is called orthogonal
Translation
A 3 3 matrix can reorient the coordinate axes in any way, but it leaves the origin fixed
We must add a translation component D to move the origin:
Homogeneous coordinates
Four-dimensional space Combines 3 3 matrix and translation
into one 4 4 matrix
Direction Vector and Point
V is now a four-dimensional vector The w-coordinate of V determines whether
V is a point or a direction vector If w = 0, then V is a direction vector and the
fourth column of the transformation matrix has no effect
If w 0, then V is a point and the fourth column of the matrix translates the origin
Normally, w = 1 for points
Transformations
The three-dimensional counterpart of a four-dimensional homogeneous vector V is given by
Scaling a homogeneous vector thus has no effect on its actual 3D value
Transformations
Transformation matrices are often the result of combining several simple transformations Translations Scales Rotations
Transformations are combined by multiplying their matrices together
Transformation Steps
Translation
Translation matrix
Translates the origin by the vector T
translate
1 0 0
0 1 0
0 0 1
0 0 0 1
x
y
z
T
T
T
M
Scale
Scale matrix
Scales coordinate axes by a, b, and c If a = b = c, the scale is uniform
scale
0 0 0
0 0 0
0 0 0
0 0 0 1
a
b
c
M
Rotation (Z)
Rotation matrix
Rotates points about the z-axis through the angle
-rotate
cos sin 0 0
sin cos 0 0
0 0 1 0
0 0 0 1
z
M
Rotations (X, Y)
Similar matrices for rotations about x, y
-rotate
1 0 0 0
0 cos sin 0
0 sin cos 0
0 0 0 1
x
M
-rotate
cos 0 sin 0
0 1 0 0
sin 0 cos 0
0 0 0 1
y
M
Transforming Normal Vectors
Normal vectors are transformed differently than do ordinary points and directions
A normal vector represents the direction pointing out of a surface
A normal vector is perpendicular to the tangent plane
If a matrix M transforms points from one coordinate system to another, then normal vectors must be transformed by (M-1)T
Orderings
Orderings
Orderings of different type is important A rotation followed by a translation is different from a translation followed by a rotation
Orderings of the same type does not matter
Geometry -- Lines
A line in 3D space is represented by
S is a point on the line, and V is the direction along which the line runs
Any point P on the line corresponds to a value of the parameter t
Two lines are parallel if their direction vectors are parallel
t t P S V
Plane
A plane in 3D space can be defined by a normal direction N and a point P
Other points in the plane satisfy
PQ
N
Plane Equation
A plane equation is commonly written
A, B, and C are the components of the normal direction N, and D is given by
for any point P in the plane
Properties of Plane
A plane is often represented by the 4D vector (A, B, C, D)
If a 4D homogeneous point P lies in the plane, then (A, B, C, D) P = 0
If a point does not lie in the plane, then the dot product tells us which side of the plane the point lies on
Distance from Point to a Line
Distance d from a point P to a lineS + t V
P
VS
d
Distance from Point to a Line
Use Pythagorean theorem:
Taking square root,
If V is unit length, then V 2 = 1
Line and Plane Intersection
Let P(t) = S + t V be the line Let L = (N, D) be the plane We want to find t such that L P(t) = 0
Careful, S has w-coordinate of 1, and V has w-coordinate of 0
x x y y z z w
x x y y z z
L S L S L S Lt
L V L V L V
L SL V
Formular
If L V = 0, the line is parallel to the plane and no intersection occurs
Otherwise, the point of intersection is
t
L SP S VL V