Computer Graphics MTAT Raimond Tunnel

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Computer Graphics MTAT.03.015 Raimond Tunnel

Points and Vectors In computer graphics we distinguish: Point a location in space (location vector, kohavektor) Vector a direction in space (direction vector, suunavektor)

Points and Vectors Both are elements of a 2-, 3- or 4-dimensional vector space over the field R. More precisely, elements of a coordinate space. So both are vectors in terms of algebra. We distinguish them because some operations make sense for vectors, some for points. A space that contains both of them and defines an addition between a point and a vector is called an affine space. More precisely, an Euclidean space.

Points and Vectors Vector space of points Vector space of vectors

Points and Vectors Given a vector space over R 2 with a basis and the origin, all the elements of the vector space can be represented as a...

Points and Vectors v=α 0 ( 1 0) +α 1 ( 0 1) So, the scalar coefficients for our v would currently be?

Points and Vectors Because the elements of our vector space are n- tuples, we can call it a coordinate space. Coordinate space of points Coordinate space of vectors

Points and Vectors Besides just doing operations between points, or between vectors, we want to do operations between them. Or do we? Can you think of an operation we would want to do between a point and a vector?

Points and Vectors When we put those two spaces together, we get an affine space.

Points and Vectors Is this a point or a vector? x=(3 2) What about this? x= ( 3 2)

Points and Vectors Row-major and column-major formats. Which is which? How to get from one to another? x= ( 3 2) x=(3 2) Sometimes the reader is expected to guess which one is used based on the context. Good explanation: http://www.scratchapixel.com/lessons/mathematics-physics-for-computer-graphics/geometry/row-major-vs-column-ma jor-vector

Points and Vectors Homogeneous coordinates a notation where we add an additional coordinate to distinguish between points and vectors. 2D p=( x y z )=( x z, y z ) 3D p=( x y z w )=( x w y w w) z

Points and Vectors In 2D homogeneous coordinates: Point p=( x y z ) z 0 Vector p=( x y z ) z=0 Vector is a point located in infinity

Points and Vectors What should z be if you want to define a point located at (x, y)? How does addition work now? Normalized point Addition between two vectors? Addition between two points? Subtraction of points?

Line You probably know about the implicit line equation: y=a x+b It defines the relationship between the coordinates. Can also be used to test if a given point is on the line or not. How?

Line How can we represent a line in our affine space? We do not know a (the slope) or b (y-intercept). What would we need to know to represent a line?

Line Two points that the line passes One point and a direction vector

Line line=(1 α) A+α B line=a+α d d =B A

Line Segment Knowing that: line=(1 α) A+α B How to represent a line segment?

How about a triangle? Triangle

Barycentric Coordinates The coefficients of a convex combination of the vertices are the Barycentric coordinates of all the points inside the triangle. triangle=α 0 A+α 1 B+α 2 C α i 0, α 0 +α 1 +α 2 =1 What are the coordinates of the vertices in the Barycentric system? Find them for other easy points.

Dot Product Useful operation between vectors. Why? Definition Geometric: Algebraic: u v= u v cos( uv) u v=u 0 v 0 +u 1 v 1 +u 2 v 2 Also called: scalar product, inner product Skalaarkorrutis

Scalar Projection Dot product can be used to project one vector onto another. Scalar projection of u onto v is: c=u v v =u v It gives you the length, how much v you have to take in order to reach the orthogonal projection point of u. Eg The Gram Schmidt process

Cross Product Returns a vector orthogonal to the operands. Definition Geometric Algebraic u v=n u u sin( uv) u v=(u 2 v 3 u 3 v 2 u 3 v 1 u 1 v 3 u 1 v 2 u 2 v 1) Also called: vector product Vektorkorrutis Direction of the result depends on the handedness of the coordinate system.

Scalar Triple Product Definition: u (v w) Useful in solving a system of equations of vectors, because: u (v w)= u 0 u 1 u 2 v 0 v 1 v 2 w 0 w 1 w 2 We can see this in Basic II, with triangle-ray intersection testing. Segakorrutis.

What was important for you today? What more would you like to know? Next time: Transformations (scale, shear, rotate, translate)