Graphics (INFOGR), , Block IV, lecture 1 Deb Panja. Today: Vectors, and vector algebra in 2D. Welcome

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1 Graphics (INFOGR), , Block IV, lecture 1 Deb Panja Today: Vectors, and vector algebra in 2D Welcome 1

2 Ray tracing part I of the course 2

3 Ray tracing part I of the course Why vectors? you need to shoot a lot of such rays! vectors are the vehicles you need for ray tracing 3

4 Define a virtual scene Define a camera direction Trace a bullet around a scene Line-of-sight queries And vectors as vehicles for... And greetings from the gaming community (NVIDIA, Microsoft)... (epic-games-reflections-ray-tracing-offers-peek-gdc) 4

5 Scalars (before we talk about vectors!) Quantities that can be described by a magnitude (i.e., a single number) 5

6 Scalars Quantities that can be described by a magnitude (i.e., a single number) this sack of potatoes weighs 5 kilos distance between Utrecht and Amsterdam is 40.5 kms the car is travelling with speed 50 km/h numbers like π = , e = , 1/3, 1/ 2 etc. On a computer: int, float, double 6

7 Vectors Quantities that have not only a magnitude but also a direction 7

8 Vectors Quantities that have not only a magnitude but also a direction Utrecht-Amsterdam example (40.5 kms in-between) the velocity of an airplane 8

9 Vectors Quantities that have not only a magnitude but also a direction Utrecht-Amsterdam example (40.5 kms in-between) One way to represent the U-A vector: start at U and end at A; vector (the arrow!) spans the two start-point (U): move 40.5 kms in 24 west of north 9

10 Vectors Quantities that have not only a magnitude but also a direction Utrecht-Amsterdam example (40.5 kms in-between) Equivalent second way to represent the U-A vector: start-point (U): move 37 kms north and kms west ( north and west are reference directions) 10

11 Reference directions a co-ordinate system Number of reference directions = dimensionality of space d-dimensional space R d ; 2D R 2, 3D R

12 Reference directions a co-ordinate system Number of reference directions = dimensionality of space d-dimensional space R d ; 2D R 2, 3D R 3... Cartesian co-ordinate system in three dimensions: 12

13 Reference directions a co-ordinate system Cartesian co-ordinate system: in three dimensions: A point P is represented by (x, y) co-ordinates in two dimensions by (x, y, z) co-ordinates in three-dimensions by (x 1, x 2,..., x d ) co-ordinates in d dimensions Origin of a co-ordinate system: all entries of P are zero 13

14 Reference directions a co-ordinate system Co-ordinate system does not have to be orthogonal/cartesian! 14

15 Reference directions a co-ordinate system Co-ordinate system does not have to be orthogonal/cartesian! 15

16 Reference directions a co-ordinate system Co-ordinate system does not have to be orthogonal/cartesian! There are advantages for Cartesian co-ordinate syetems (later) 16

17 Q. Lattitude-logitude: is it a co-ordinate system? 17

18 A. Lattitude-logitude: It is a co-ordinate system 18

19 Lattitude-logitude: It is a co-ordinate system Q. Is it orthogonal? 19

20 Lattitude-logitude: It is a co-ordinate system A. It is (locally) orthogonal 20

21 A point in a co-ordinate system Is represented as an array on a computer 21

22 A point in a co-ordinate system Is represented as an array on a computer example in 5 dimensions (d = 5): P = (73, 98, 86, 61, 96) 22

23 A vector in a co-ordinate system Like Utrecht Amsterdam (37 kms N, kms W) 23

24 A vector in a co-ordinate system Like Utrecht Amsterdam (37 kms N, kms W) an example vector in 5 dimensions (d = 5): v = (73, 98, 86, 61, 96) is also represented as an array on the computer! 24

25 A vector in a co-ordinate system Like Utrecht Amsterdam (37 kms N, kms W) an example vector in 5 dimensions (d = 5): v = (73, 98, 86, 61, 96) is also represented as an array on the computer! So... what is the difference between a point and a vector? 25

26 A point (on a co-ordinate system) vs a vector (e.g., in 3D) 26

27 A point (on a co-ordinate system) vs a vector (e.g., in 3D) A vector does not specify the starting point! it only specifies the length and the direction of the arrow 27

28 Summary so far... Scalar: Quantity represented by a magnitude (a single number) Vector: Quantity requiring a magnitude and a direction to represent it, we need a co-ordinate system (a) does not have to be Cartesian (b) we will use Cartesian unless otherwise stated number of reference directions = number of spatial dimensions A point P is represented by (x 1, x 2,..., x d ) in d spatial dimensions [by (x, y) in 2D and by (x, y, z) in 3D] both points and vectors are represented by an array on a computer (a vector is however fundamentally different entity than a point) 28

29 Point and vector representation Point P: (x 1, x 2,..., x d ) in d spatial dimensions by (x, y) in 2D and by (x, y, z) in 3D v 1 v 2 Vector v:. in d spatial dimensions: vector notation. v d [ ] vx by in 2D and by v x v v y in 3D y v z the vector x y z spans the origin and the point (x, y, z) in 3D 29

30 Vector addition (Only for vectors of the same dimension!) u 1 v 1 u 2 v 2 Vectors u =. and v =... u d v d Vector u + v = u 1 + v 1 u 2 + v 2.. u d + v d 30

31 Vector subtraction (Only for vectors of the same dimension!) u 1 v 1 u 2 v 2 Vectors u =. and v =... u d v d Vector u v = u 1 v 1 u 2 v 2.. u d v d u v = 0 u = v u 1 = v 1, u 2 = v 2,..., u d = v d 31

32 Vector addition and subtraction: example Addition: a = u + v + w Example: u = [ 2 1 ], v = [ 4 4 ], w = [ 1 3 ] Subtraction: a w; reverse the direction of w and vector-add to a (i.e.,to get w simply reverse the arrow) 32

33 Vector v = Scalar multiplication of a vector v 1 v 2.. v d, scalar λ λ v = λv 1 λv 2.. λv d 33

34 Magnitude (length, or norm) of a vector (Formulas below holds for Cartesian co-ordinate system only!) v 1 v 2 Vector v =.. ; magnitude (norm) v = v1 2 + v v2 d v d 2D: v = vx 2 + vy, 2 3D: v = vx 2 + vy 2 + vz 2 ( v is the length of the arrow) 34

35 Magnitude (length/norm) of a vector, and unit vector (Formulas below holds for Cartesian co-ordinate system only!) v 1 v 2 Vector v =.. ; magnitude (norm) v = v1 2 + v v2 d v d 2D: v = vx 2 + vy, 2 3D: v = vx 2 + vy 2 + vz 2 ( v is the length of the arrow) v 1 Corresponding unit vector ˆv = 1 v 2 v.. ; you can confirm ˆv = 1 (this process is called normalisation) v d 35

36 Magnitude (length) of a vector, unit and basis vectors (Formulas below holds for Cartesian co-ordinate system only!) v 1 v 2 Vector v =.. ; magnitude (norm) v = v1 2 + v v2 d v d 2D: v = vx 2 + vy, 2 3D: v = vx 2 + vy 2 + vz 2 ( v is the length of the arrow) v 1 Corresponding unit vector ˆv = 1 v 2 v.. ; you can confirm ˆv = 1 (this process is called normalisation) v d unit vectors in reference directions ˆx 1, ˆx 2,... are the basis vectors (e.g., ˆx, ŷ and ẑ are the basis vectors in 3D; in vector notation?) 36

37 Magnitude (length) of a vector, unit and basis vectors (Formulas below holds for Cartesian co-ordinate system only!) v 1 v 2 Vector v =.. ; magnitude (norm) v = v1 2 + v v2 d v 2D: v = v 2 d x + vy, 2 3D: v = vx 2 + vy 2 + vz 2 ( v is the length of the arrow) v 1 Corresponding unit vector ˆv = 1 v 2 v.. ; you can confirm ˆv = 1 unit vectors in reference directions ˆx 1, ˆx 2,... are the basis vectors Why do we need a Cartesian co-ordinate system? v d 37

38 Pythagoras theorem and elementary trigometry (works for Cartesian co-ordinate system only!) In 2D: basis vectors ˆx, ŷ; v = [ vx v y ] ; v 2 = v 2 x + v 2 y (Pythagoras) 38

39 Pythagoras theorem 39

40 Pythagoras theorem (below it works for Cartesian co-ordinate system only!) In 2D: basis vectors ˆx, ŷ; v = [ 3 e.g., v = 4 ], v = = 5 [ vx v y ]; v 2 = v 2 x + v 2 y 40

41 Pythagoras theorem (below it works for Cartesian co-ordinate system only!) In 2D: basis vectors ˆx, ŷ; v = [ 3 e.g., v = 4 ], v = = 5 [ vx v y ]; v 2 = v 2 x + v 2 y Pythagoras in d dimensions: v 2 = v v v 2 d Null vector: vector of magnitude zero; v 1 = v 2 =... = v d = 0 41

42 Cartesian co-ordinate syetem vectors and trigonometry In 2D: basis vectors ˆx, ŷ; v = [ vx v y ] ; v 2 = v 2 x + v 2 y (Pythagoras) cos θ = v x v, sin θ = v y v, tan θ = v y v x 42

43 Cartesian co-ordinate syetem vectors and trigonometry In 2D: basis vectors ˆx, ŷ; v = [ vx v y ] ; v 2 = v 2 x + v 2 y (Pythagoras) cos θ = v x v, sin θ = v y v, tan θ = v y v x v 2 x + v 2 y = v 2 sin 2 θ + cos 2 θ = 1 Q. What is ˆv in terms of θ? 43

44 Cartesian co-ordinate syetem vectors and trigonometry In 2D: basis vectors ˆx, ŷ; v = [ vx v y ] ; v 2 = v 2 x + v 2 y (Pythagoras) cos θ = v x v, sin θ = v y v, tan θ = v y v x vx 2 + vy 2 = v 2 sin 2 θ + cos 2 θ = 1 [ ] cos θ A. ˆv = sin θ 44

45 Vectors u = Dot/scalar product between two vectors u 1 u 2.. u d and v = v 1 v 2.. v d u v = v u = u 1 v 1 + u 2 v u d v d (a scalar) 45

46 Vectors u = Dot/scalar product between two vectors u 1 u 2.. u d and v = v 1 v 2.. v d u v = v u = u 1 v 1 + u 2 v u d v d (a scalar) geometrically, u v = u v cos θ (notice: u 2 = u u; cos 0 = 1) 46

47 Dot/scalar product: another geometric interpretation u v: Component of v along u or vice versa ( how much of v is aligned to u or vice versa) 47

48 Dot/scalar product: another geometric interpretation u v: Component of v along u or vice versa ( how much of v is aligned to u or vice versa) Q. How much of the plane s actual speed counts for ground speed? 48

49 Dot/scalar product: another geometric interpretation u v: Component of v along u or vice versa ( how much of v is aligned to u or vice versa) A. Actual speed: v Ground speed: v x = v cos θ = v ˆx 49

50 Dot/scalar product: another geometric interpretation u v: Component of v along u or vice versa ( how much of v is aligned to u or vice versa) for v = v 1 v 2.. v d, v i is the i-th component of v (i.e., along reference direction i); e.g., v x is the x-component of v in 2D 50

51 Vector operations The second summary... addition and subtraction (requires same dimensionality) scalar multiplication magnitude/length/norm of a vector; unit, null and basis vectors Pythagoras theorem and elementary trigonometry Dot/scalar product of vectors (with geometric interpretations and components) 51

52 Vector operations Finally, the second summary... addition and subtraction (requires same dimensionality) scalar multiplication magnitude/length/norm of a vector; unit, null and basis vectors Pythagoras theorem and elementary trigonometry Dot/scalar product of vectors (with geometric interpretations and components) Next class: we will shoot rays to objects in 2D 52

53 Finally, references Book chapter 2: Miscellaneous Math Sec. 2.2 Sec. 2.3 Sec ,

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