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Math 1 Hofstra University 1 Math Foundations of CG

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Math Foundations of CG. Outline. Abstract spaces: objects and operations Field of real numbers R Vector space over R Euclidean spaces Affine spaces Affine combinations Convex combinations Frames Affine maps Euclidean spaces Read: angel, Appendices B and C, Ch 4.1-4.3. Geometric ADTs. - PowerPoint PPT Presentation

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Page 1: Math Foundations of CG

Math 1 Hofstra University 1

Math Foundations of CG

Page 2: Math Foundations of CG

Math 1 Hofstra University 2

Outline Abstract spaces: objects and operations

Field of real numbers R Vector space over R Euclidean spaces Affine spaces

Affine combinations Convex combinations Frames Affine maps Euclidean spaces

Read: angel, Appendices B and C, Ch 4.1-4.3

Page 3: Math Foundations of CG

Math 1 Hofstra University 3

Geometric ADTs

Scalars, Points and Vectors are members of mathematical abstract sets

Abstract spaces for representing and manipulating these sets of objects

Field -- scalars Linear Vector Space – vectors Euclidean Space – add concept of

distance Affine Space – adds the point

Page 4: Math Foundations of CG

Math 1 Hofstra University 4

Linear Vector Spaces (defined over scalars)

S is a set of scalars (like the real numbers) The set V of objects called vectors , is a (linear) vector space defined over S if

there are two operations Vector-vector addition, Scalar-vector multiplication,

satisfying the following Axioms

Unique additive unit, the zero vector,

Every vector has additive inverse

,...},,{ wvu

VVVvu :,VVSfu :,

uuu 00u u

0 uuuu )()(

0

Page 5: Math Foundations of CG

Math 1 Hofstra University 5

Vector Spaces (cont.) Axioms (cont.)

Vector-vector addition is commutative and associative Scalar-vector multiplication is distributive

Examples Geometric vectors over R , i.e., directed line

segments in 3D

uuu

vuvu

)(

B = 2A

A

C = -A

B

A

C = A + B

Page 6: Math Foundations of CG

Math 1 Hofstra University 6

Vector Spaces (cont.) Examples

n-tuples of real numbers (we will use triples usually)

A vector is identified with an n-tuple

),...,,(

),...,,(

),...,,(

21

2211

21

n

nn

n

uuuu

vuvuvuvu

vvvv

Page 7: Math Foundations of CG

Math 1 Hofstra University 7

Vector Spaces (cont.) is a linear vector space over a field

is a linear combination of ,, if

The non-zero vectors are linearly independent, if

,,,...,1 Vuuu k u

V S

kuu ,...,1

0......

..,,...,,

212211

21

kkk

k

uuu

tsS

0

kuu ,...,1

kk

k

uuuu

tsS

...

..,,...,,

2211

21

Page 8: Math Foundations of CG

Math 1 Hofstra University 8

Vector Spaces (cont.) is a linear vector space over a field

The vectors are linearly dependent, if one of them can be expressed as a non-trivial linear combination of the rest. (non-trivial means that not all coefficients are 0)

Any set of vectors that includes the zero vector is linearly dependent.

Basis : a maximal linear independent set of vectors, i.e., if one more vector is added to the set it becomes linearly dependent.

Dimension: number of vectors in the basis

V S

kuu ,...,1

Page 9: Math Foundations of CG

Math 1 Hofstra University 9

Vector Spaces (cont.) is a n-dimensional vector space over a field

, and is a basis: Every vector is represented uniquely as a linear

combination of the basis, i.e., there exist unique scalars

representation (coordinates) of in the basis

V S

u

nii 1 u B

},...,{ 1 nuuB

nn

n

uuuu

tsS

...

..,,...,,

2211

21

Page 10: Math Foundations of CG

Math 1 Hofstra University 10

We are concerned with 3D vector space

Represent w as linear combination of three linearly

independent vectors, v1, v2, v3

w = 1v1 + 2v2 + 3v3 components

basis

3

2

1

a

3

2

1

v

v

vTaw

33v

Page 11: Math Foundations of CG

Math 1 Hofstra University 11

Vector Spaces: Changes of Basis

How do we represent a vector if we change the basis?

Suppose the {v1,v2,v3} and {u1,u2,u3} are two bases.

Basis vector in second set can be represented in terms of the first basis

Given the representation of a vector in one basis, we can change to a representation of the same vector in the other basis by a linear transformation (i.e., matrix multiplication)

Page 12: Math Foundations of CG

Math 1 Hofstra University 12

Vector Spaces: Change of Basis

3332321313

3232221212

3132121111

vvvu

vvvu

vvvu

Change of basis is a linear operation.

3

2

1

u

u

u

u

3

2

1

v

v

v

v

333231

232221

131211

MuMv

Mvu

1

Two basises: u and v

Page 13: Math Foundations of CG

Math 1 Hofstra University 13

Vector Spaces: Change of Basis

Let in basis v the vector w is represented by a componentcolumn matrix a, and in u , by a component matrix b

3

2

1

aubw

vaw

3

2

1

u

u

u

u

3

2

1

v

v

v

v

333231

232221

131211

M

What is the relation between the two representations a and b?

3

2

1

b

aMb 1

uMv

Mvu

1

Notation: for a matrix, a’’denotes the transpose.

Page 14: Math Foundations of CG

Math 1 Hofstra University 14

Vector Spaces: Change of Basis Example

3213

212

11

vvvu

vvu

vu

3

2

1

u

u

u

u

3

2

1

v

v

v

v

111

011

001

MuMv

Mvu

1

Given a basis v, we want to change to a new basis u

Let w has representation a in the old basis, v,

3

2

1

a

Then the representation b of w in the new basis u is

3

1

1

3

2

1

100

110

011

3

2

1

111

011

0011

b

aMb 1

old new

new old

in old

in new

Page 15: Math Foundations of CG

Math 1 Hofstra University 15

Vector Spaces It is common in CG to use vectors to represent

Locations (points) Displacements Directions (orientation)

Keep in mind that points and vectors are different, I.e. have different behavior (methods)

Displacement of a point is another point (new location) Displacement of a vector it is the same vector (vectors do not

have fixed locations) Thus it is not theoretically correct to use vectors to

represent both points and displacements although in 3D we do.

If you use OOP: ADT vector implementation, class vector , another class for point

Internally work with 3,4-tuples of real numbers Use matrix algebra in the implementation of methods

Page 16: Math Foundations of CG

Math 1 Hofstra University 16

Euclidean Space

We add the notion of a distance and angle to a vector space by means of inner (dot) product.

is an Euclidean space, if it is vector space with dot (scalar,inner) product ,

i.e., for vectors u and u v is a real number, such that

Axioms

E

0

,0

)()(

00

0uuu

wvwuwvu

uvvu

R EEvu :,

Page 17: Math Foundations of CG

Math 1 Hofstra University 17

Euclidean Space (cont.) The length of a vector

The norm of a vector

Two non-zero vectors u and v are orthogonal if u v = 0

The angle between two vectors is given by

Unit vector: a vector of length 1 Normalizing a vector:

vuvucos

uuu ||

|| u

u

uuuu 2||||||

Page 18: Math Foundations of CG

Math 1 Hofstra University 18

Euclidean Space (cont.)

Orthonormal basis: a basis consisting of unit vectors which are mutually orthogonal

Projections:

If v is unit vector, the length of the projection of u on v is u.v

|u|cos = u v/|v| is the length of orthogonal projection of u onto v

u

|u | cosv

Page 19: Math Foundations of CG

Math 1 Hofstra University 19

3D Euclidean Space

Cross Product of two vectors u and v is a vector n = u v,

n is orthogonal to v and u, the triple (u,v,n) is right-handed, The length )sin(|||||| vuvu

VVV :

Page 20: Math Foundations of CG

Math 1 Hofstra University 20

Euclidean Spaces (cont) Example: orthonormal basis, and Dot product:

Cross product:

3R 3Rba ,

321 baba

3

2

1

b

3

2

1

332211

321

321

1221

3113

2332

kji

ba

},,{ kji

3

2

1

a

Page 21: Math Foundations of CG

Math 1 Hofstra University 21

Euclidean Space (cont.)

We can construct orthonormal basis in 3D by using the dot and cross products

Given vector u,

Set

Calculate s.t.

Calculate

The basis is orthonormal

||1 u

ue

2e 1||,0 221 eee

213 eee

),,( 321 eee

Page 22: Math Foundations of CG

Math 1 Hofstra University 22

Affine Spaces

Given a vector space A, an affine space A over the vector space has two types of objects:

points, P,Q,… and vectors, u,v,…

and is defined by the following axioms All axioms of the vector space Operations relating points and vectors

Point-point subtraction gives unique vector, Point-vector addition gives unique point, PvQ

vQP

Page 23: Math Foundations of CG

Math 1 Hofstra University 23

Affine Spaces (cont)

Operations relating points and vectors Subtraction of two points yields a vector:

v = P – Q Point-vector addition yields a point:

P = Q + v All the operations:

point-point subtraction, point-vector addition, vector-vector addition, scalar-vector multiplication

Page 24: Math Foundations of CG

Math 1 Hofstra University 24

Affine Spaces (cont)

Axioms: 1. Two points define unique vector,2. Point and vector define unique point,3. 4. head-to-tail axiom: given points P,R, for any

other point Q,

5. If O is an arbitrary point,

PvQ vQP

)( QPPQ

)()( QPRQRP

uOPAPAu :!,

Page 25: Math Foundations of CG

Math 1 Hofstra University 25

Line: parametric equation

A line, defied by a point P0 and a vector d consists of all points P obtained by

P () = P0 + d where varies over all scalars.

P () is a point for any value of For non-negative values, we get

a ray emanating from P0 in the direction of d

d

P 0

P (a )

Page 26: Math Foundations of CG

Math 1 Hofstra University 26

Plane: parametric equation

A plane defined by a point P0 and two non collinear vectors (non-parallel, i.e.,linearly independent) u and v, consists of all points T(,):

T(,) = P0 + u + v

P0

u v

T(,)

v

u

Page 27: Math Foundations of CG

Math 1 Hofstra University 27

Affine Spaces (cont)

All the operations: point-point subtraction, point-vector addition, vector-vector addition, scalar-vector multiplication

Point-point addition is not defined, but addition-like combinations of points are well-defined.

Page 28: Math Foundations of CG

Math 1 Hofstra University 28

Affine Combinations of Two Points Given two points Q and R, and two scalars where the affine combination of Q and R with coefficients is a point P denoted by

and defined as follows

All affine combinations of two points generate the line through that points.

v

Q

P ()1R

0

2,1

2,1

1 1

)(221 QRQRQP

RQP 21

2121 11

Page 29: Math Foundations of CG

Math 1 Hofstra University 29

Affine Combinations of Three Points Given three points P, Q, and R, and three

scalars where the affine combination of the three points with

coefficients is a point T, denoted

The point T is defined by

All affine combinations of three non collinear points generate the plane through that points.

13 1

32 ,

),()(

PRPQPT

RQPT 321

32,1 ,

32,1 ,

P Q

R

)( PQ

)( PR

T

Page 30: Math Foundations of CG

Math 1 Hofstra University 30

Affine Combinations of n Points Given an affine space A, a point P is an

affine combination of , iff, there exist scalars

The affine combination is denoted by

If the vectors are coplanar, what is the set of all affine combinations of the n points?

nPPP ,,, 21

1,1

21

n

iin such that

P = 1P1 + 2P2 + … + nPn

)()( 11221 PPPPPP nn

,,,1,1 niPPi

Page 31: Math Foundations of CG

Math 1 Hofstra University 31

Convexity Convex set– a set in which a line segment

connecting any two pints of the set is entirely in the set.

For 0 1 the affine combinations of points Q and R is the line segment connecting Q and R

This line segment is convex The midpoint, =0.5 Give the affine combinationrepresenting a point dividing the lineSegment in ratio m:n, starting from Q

Q

P ()

RRQP )1()(

Page 32: Math Foundations of CG

Math 1 Hofstra University 32

Convex (affine) combinations Convex combinations: affine combinations

with positive coefficients, P = 1P1 + 2P2 + … + nPn

1 + 2 +…+ n = 1 i 0, i = 1,2,…,n

Convex hull of a set of points is the set of all convex combination of this points.

In particular, for any two points of the set the line segment connecting the points is in the convex hull, thus the convex hull is a convex set.

In fact, the convex hull it is the smallest convex set that contains the original points.

Page 33: Math Foundations of CG

Math 1 Hofstra University 33

Geometric ADTs: Convexity

The convex hull could be thought of as the set of points that we form by stretching a tight-fitting surface over the given set of points – shrink wrapping the points.

It is the smallest convex object that includes the set of points

Page 34: Math Foundations of CG

Math 1 Hofstra University 34

Convex Polygons

A convex polygon is completely specified by the set of its vertices

A convex polygon: the convex hull of the vertices

Given equilateral triangle give the representation of the center of the mass

Generate random point inside a triangle

Page 35: Math Foundations of CG

Math 1 Hofstra University 35

A normal to a plane Normal n to a plane : unit vector orthogonal to the plane If we are given the parametric equation of the plane T(,) = P0 + u + v,

n = u v /| u v| Given a polygon, write the outward/front normal Given a point P0 and a vector n , there is unique plane

that goes through P0 and has normal n: it consists of all points P satisfying the normal equation of the plane

Given a plane, defined by point P0 and a normal n: a the plane divides the space into two subspaces (one on the side pointed by the normal, (P-P0)n>0, and the other in the side pointed by –n, (P-P0)n<0.

0 nPP )( 0

Page 36: Math Foundations of CG

Math 1 Hofstra University 36

3D Primitives

Curves Surfaces Volume Objects

Page 37: Math Foundations of CG

Math 1 Hofstra University 37

3D Primitives

Objects With Good Characteristics Described by their surfaces; thought to be hollow Specified through a set of vertices in 3D Composed of, or approximated by, flat convex

polygons For a polygon, when you walk along the edges in

order in which the vertices are specified, the right hand rule gives to outward normal.

Be careful about the order of the vertices when Be careful about the order of the vertices when you specify polygons. (in order, counter clockwise you specify polygons. (in order, counter clockwise when looking from the outside towards the object).when looking from the outside towards the object).

Page 38: Math Foundations of CG

Math 1 Hofstra University 38

Viewing

Viewing volume – the volume that is seen by the synthetic camera. Only object inside that volume could possibly be seen in the image.

glOrtho() specifies rectangular volume aligned with the axes of the camera. The volume is enclosed by front,back, and side clipping planes.

OpenGL uses a default viewing vollume 2x2x2 cube (otherwise, viewing volume can be set by glOrtho())

Viewing rectangle/window – the area of the image plane that is seen.

For gluOrtho2(), the viewing rectangle is at z=0

Page 39: Math Foundations of CG

Math 1 Hofstra University 39

Displaying 3D Objects

Hidden surface removal Painter’s algorithm Z-buffer algorithm

Z-buffer (depth buffer), to use in OpenGL must add to display mode must enable must clear before drawing

Page 40: Math Foundations of CG

Math 1 Hofstra University 40

Displaying 3D Objects In OpenGL•In main():

glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);

•In init():

glEnable(GL_DEPTH_TEST);

•In display():

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

•Projection: only objects inside the viewing volume will be projected

glOrtho(GLfloat xmin, GLfloat xmax,

GLfloat ymin, GLfloat ymax,

Glfloat zmin, Glfloat zmax);

Vertices of object in viewing coordinates, (x,y,z), s.t.

xmin<=x<= xmax, ymin<=y<=ymax, minz<=z<=zmax

will be projected, the rest are clipped out

Page 41: Math Foundations of CG

Math 1 Hofstra University 41

Initial Camera Position

• Objects are modeled independently from the location of the camera

• OpenGL places a camera at the origin of the world frame pointing in the negative z direction

• If model view matrix is an identity matrix, then the camera frame and world frame are identical

Page 42: Math Foundations of CG

Math 1 Hofstra University 42

Default Position

Object and Viewpoint at the Origin

Page 43: Math Foundations of CG

Math 1 Hofstra University 43

Movement of the Frames

pp

pp C

glMatrixMode(GL_MODELVIEW);

glLoadIdentity( );

glTranslatef( 0.0, 0.0,-d);

Page 44: Math Foundations of CG

Math 1 Hofstra University 44

Two Points of View

Hold camera frame fixed, move objects in front of the camera: glTranslate, glRotate

Model objects stationary and move the camera away from the objects, gluLookAt

Page 45: Math Foundations of CG

Math 1 Hofstra University 45

Affine Spaces (cont): Frames

Frame: a basis at fixed origin Select a point O (origin) and a basis

(coordiante vectors) Any vector u can be represented as uniquely as a

linear combination of the basis vectors

Any point P can be represented uniquely as

Thus, we have affine coordinates for points and for vectors

Given a frame, points and vectors can be represented uniquely by their affine coordinates

},...,{ 1 nuuB

nnuuuu ...2211

nnuuuOP ...2211

Page 46: Math Foundations of CG

Math 1 Hofstra University 46

Affine Speces: Frames (cont)

If we change frames the coordinates change. The change of basis in a vector space is a linear

transformation (represented as matrix multiplication)

The change of frame in an affine space is NOT linear transformation

We extend the affine coordiantes, by adding one more dimension. The new coordinates are called homogeneous coordinates.

The change of frame in homogeneous coordinates is a linear tansformation (i.e represented as matrix multiplication)

Page 47: Math Foundations of CG

Math 1 Hofstra University 47

Affine coordinates in 3D

Given a frame (P0, v1, v2, v3), a vector w and a point P can be represented uniquely by:

The affine coordinate (representations) of the vector and point are

3322110 vvvPP

332211 vvvw

3

2

1

3

2

1

0

wP

Page 48: Math Foundations of CG

Math 1 Hofstra University 48

Homogeneous Coordinates

Use four dimensional column matrices to represent both points and vectors in homogeneous coordinates

The first three components are the affine coordinates

To maintain a distinction between points and vectors we use the fourth component: for a vector it is 0 and for a point it is 1

Page 49: Math Foundations of CG

Math 1 Hofstra University 49

From affine to Homogeneous Coordinates

Affine coordinate equations and representations:

We agree that

The homogeneous-coordinate equations and representations:

homogeneous-coordinate representation of the point and the vector

013

2

1

3

2

1

wP

vectorzero,.0

.1

0

00

0

P

PP

3

2

1

3

2

1

wP

332211 vvvw

0332211 PvvvP

affine-coordinate representations

0332211 .1 PvvvP 0332211 .0 Pvvvw

Page 50: Math Foundations of CG

Math 1 Hofstra University 50

Homogeneous Coordinates

We carry out operations on points and vectors using their homogeneous-coordinate representation and ordinary matrix algebra

13

2

1

p

03

2

1

a

Point Vector

0

3

2

1

321 1

P

v

v

v

P

Frame

3210 ,,, vvvP

We can write the coordinate equations in matrix form.For example,

0332211 .1 PvvvP

Page 51: Math Foundations of CG

Math 1 Hofstra University 51

Homogeneous Coordinates Change of Frame

0

3

2

1

0

3

2

1

P

v

v

v

Q

u

u

u

M

1

0

0

0

434241

333231

232221

131211

M

Change of frames is a linear transformation in homogeneouscoordinates. All affine transformations can be represented asmatrix multiplications in homogeneous coordinates.

two frames change of framesmatrix representation

aMb T 1)(

Page 52: Math Foundations of CG

Math 1 Hofstra University 52

Frames In OpenGL

Page 53: Math Foundations of CG

Math 1 Hofstra University 53

Initial Camera Position

• Objects are modeled independently from the location of the camera

• OpenGL places a camera at the origin of the world frame pointing in the negative z direction

• If model view matrix is an identity matrix, then the camera frame and world frame are identical

Page 54: Math Foundations of CG

Math 1 Hofstra University 54

Movement of the Frames

pp

pp C

glMatrixMode(GL_MODELVIEW);

glLoadIdentity( );

glTranslatef( 0.0, 0.0,-d);

Page 55: Math Foundations of CG

Math 1 Hofstra University 55

Frames In OpenGL We use two frames: the camera frame

and the world frame We regard the camera frame as fixed The model-view matrix positions the

world frame relative to the camera frame Model-view matrix that translates along z,

to separate the two frames, so object could be in camera’s field of view:

1000

100

0010

0001

dA

Page 56: Math Foundations of CG

Math 1 Hofstra University 56

Frames In OpenGL