Mathematical Foundations for Computer Graphics: Geometry, Trigonometry, and Equations

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This lecture covers essential mathematical tools for computer graphics, including 2D and 3D geometry, trigonometry, vector spaces, points, vectors, coordinates, linear transforms, matrices, complex numbers, and slope-intercept line equations. The content delves into concepts like angles, trigonometric functions, parametric line equations in 2D and 3D, and provides a brief yet detailed review of mathematical foundations crucial for understanding computer graphics.


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  1. CSE 411 Computer Graphics Lecture #2 Mathematical Foundations Prepared & Presented by Asst. Prof. Dr. Samsun M. BA ARICI

  2. Objectives HB Appendix A Brief, informal review of some of the mathematical tools Geometry (2D, 3D) Trigonometry Vector spaces Points, vectors, and coordinates Dot and cross products Linear transforms and matrices Complex numbers Mathematical Foundations 2

  3. 2D Geometry Remember high school geometry: Total angle around a circle is 360 or 2 radians When two lines cross: Opposite angles are equivalent Angles along line sum to 180 Similar triangles: All corresponding angles are equivalent Mathematical Foundations 3

  4. Trigonometry Sine: opposite over hypotenuse Cosine: adjacent over hypotenuse Tangent: opposite over adjacent Unit circle definitions: sin ( ) = y cos ( ) = x tan ( ) = y/x (x, y) Etc Mathematical Foundations 4

  5. Slope-intercept Line Equation Slope: = ( m y - y ) / (x - x ) 1 1 = (y - y ) / (x - x ) 2 1 2 1 Solve for y: y P = ( ) x , y 2 2 2 = [( + ) ( )] y y - y / x - x x 2 - 1 -y 2 ( 1 P = (x, y ) + [ ( ) )] y / x - x x y 2 1 2 1 1 1 P = ( , ) x y or: y = mx + b 1 1 1 x Mathematical Foundations 5

  6. 2D-Parametric Line Equation P = P = ( , ) ( , ) x y x y Given points and 2 2 2 1 1 1 = + ( ) x x u x x 1 2 1 y = + ( ) y y u y 1 2 1 y P = ( , ) x y When: 2 2 2 ( , 2y ) 1y x ( x u=0, we get 1 P = ( , ) x y 1 1 1 , ) u=1, we get 2 (0<u<1), we get points on the segment between and ) , ( 1 x x ( , ) 1y x 2y 2 6 Mathematical Foundations

  7. 3D-Parametric Line Equation Given points P = P = ( , , ), ( , , ) x y z x y z 1 1 1 1 2 2 2 2 = + x x u ( x x ) 1 2 1 = + y y u ( y y ) 1 2 1 = + z z z ( u z ) y 1 2 1 2= P x ( , y z , 2 ) When: 2 2 x ( x ( , , y z , 1 z , y 2 ) u=0, we get 1 1 1= P x ( , y z , 1 ) ) u=1, we get 1 1 2 2 (0<u<1), we get points on the segment between and ) z , y , x ( 1 1 1 x x ( , y z , 2 ) 2 2 Mathematical Foundations 7

  8. Other helpful formulas 2 2 + Length = ( ) ( ) x x y y 2 1 2 1 Midpoint between y and : 3 P P P 2 1 + 2 + 2 x x y = 1 3 1 3 , P 2 Two lines perpendicular if: = / 1 m m 1 2 Cosine of the angle between them is 0. Mathematical Foundations 8

  9. Coordinate Systems 2D systems Cartesian system Polar coordinates 3D systems Cartesian system 1) Right-handed 2) Left handed Curvilinear systems Cylindiric system Spherical system Mathematical Foundations 9

  10. Coordinate Systems (cont.) 2D Cartesian and polar systems y-axis x=r cos( ) y=r sin( ) (x,y) (r, ) (x, y) y x-axis x Right triangle with: hypotenuse r , sides x and y , an interior angle . Relationship between polar and Cartesian coordinates Mathematical Foundations 10

  11. Cartesian screen-coordinate positions Referenced with respect to the lower-left screen corner (a) and the upper-left screen corner (b). Mathematical Foundations 11

  12. Polar-coordinate reference frame Formed with concentric circles and radial lines Mathematical Foundations 12

  13. Radian An angle subtended by a circular arc of length s and radius r Mathematical Foundations 13

  14. Coordinate Systems (3D) 3D Cartesian system lGrasp z-axis with hand lRoll fingers from positive x-axis towards positive y-axis lThumb points in direction of z-axis Y Y Z X X Right-handed coordinate system Left-handed coordinate system Mathematical Foundations 14 Z

  15. Point in 3D (right handed) Coordinate representation for a point P at position (x, y, z) in a standard right- handed Cartesian reference system. Mathematical Foundations 15

  16. Point in 3D (left handed) Left-handed Cartesian coordinate system superimposed on the surface of a video monitor Mathematical Foundations 16

  17. General curvilinear-coordinate reference frame Mathematical Foundations 17

  18. Cylindrical coordinates. , , and z Mathematical Foundations 18

  19. Spherical coordinates r, , and Mathematical Foundations 19

  20. Solid Angle A solid angle subtended by a spherical surface patch with area A and radius r Mathematical Foundations 20

  21. Coordinates for a point position P Mathematical Foundations 21

  22. Points Points support these operations: Point-point subtraction: P2 P1= v =(x2-x1, y2-y1) Result is a vector pointing fromP1toP2 Vector-point addition: Result is a new point Note that the addition of two points is not defined P + v = Q P2=(x2, y2) v P1=(x2, y2) Mathematical Foundations 22

  23. Vectors We commonly use vectors to represent: Points in space (i.e., location) Displacements from point to point Direction (i.e., orientation) 23 Mathematical Foundations

  24. Vector Spaces Two types of elements: Scalars (real numbers): a, b, g, d, Vectors (n-tuples):u, v, w, Operations: Addition Subtraction Dot Product Cross Product Norm Mathematical Foundations 24

  25. Vector Addition/Subtraction operation u + v, with: Identity 0 v + 0 = v v + (-v) = 0 Inverse - Vectors are arrows rooted at the origin Addition uses the parallelogram rule : y u+v y v u v x u -v u-v x Mathematical Foundations 25

  26. Scalar Multiplication Scalar multiplication: a(u + v) = a(u) + a(v) (a + b)u = au + bu Distributive rule: Scalar multiplication streches a vector, changing its length (magnitude) but not its direction Mathematical Foundations 26

  27. Dot Product The dot product or, more generally, inner product of two vectors is a scalar: v1 v2 = x1x2 + y1y2 + z1z2 (in 3D) Norm of a vector Computing the length (Euclidean Norm) of a vector: length(v) = ||v|| = sqrt(v v) Normalizing a vector, making it unit-length: v = v / ||v|| Computing the angle between two vectors: u v = ||u|| ||v|| cos( ) Checking two vectors for orthogonality u v = 0 u Mathematical Foundations 27

  28. Dot Product? u=(2,4) =45o v=(3,1) (0,0) Mathematical Foundations 28

  29. Dot Product Projecting one vector onto another If v is a unit vector and we have another vector, w We can project w perpendicularly onto v w v u And the result,u, has length w v = u w cos( ) v w = w v w ( Mathematical Foundations 29 = v w

  30. Dot Product Example: w=(2,4), v=(1,0) w=(2,4) = u w v = + 2 1 4 0 = 2 (0,0) u v=(1,0) Mathematical Foundations 30

  31. Dot Product Is commutative u v = v u Is distributive with respect to addition u (v + w) = u v + u w 31 Mathematical Foundations

  32. Cross Product The cross product or vector product of two vectors is a vector: = v v u v v sin( ), 0 1 2 1 2 where u is a unit vector that is prependicular to both v1 and v2. Mathematical Foundations 32

  33. Cross Product The cross product or vector product of two vectors can be expressed as: v = v y ( z z y , z x x z , x y y x ) 1 2 1 2 1 2 1 2 1 2 1 2 1 2 The cross product of two vectors is orthogonal to both Right-hand rule dictates direction of cross product Mathematical Foundations 33

  34. Cross Product The direction for u is determined by the right- hand rule. We grasp an axis that is prependicular to the plain containing v1 and v2so that the fingers of the right hand curl from v1 to v2. Vector u is then in the direction of the right hand thumb. Mathematical Foundations 34

  35. Cross Product v v 1 2 2 v u 1 v The cross product of two vectors is a vector in a direction prependicular to the two original vectors and with a magnitude equal to the area of the shaded parallelogram Mathematical Foundations 35

  36. Cross Product v v 1 2 2 v 1 v 2 v 1 v v v 2 1 Mathematical Foundations 36

  37. Cross Product Example v1=(3 2 5) v2=(7 11 13) v = ) 7 v 2 ( 13 5 11 , 5 7 3 13 , 3 11 2 1 2 = ( 29 4 19 ) 37 Mathematical Foundations

  38. Cross Product: Properties The cross product of any two parallel vectors is 0. The cross product is not commutative, it is anticommutative, i. e. = v v v v ( ) 1 2 2 1 The cross product is not associative, i. e. v v v v v v ( ) ( ) 1 2 3 1 2 3 The cross product is distributive, that is + = + + v v v v Mathematical Foundations v v v ( ) ( ) ( ) 1 2 3 1 2 1 3 38

  39. Finding a unit normal to a plane Find a unit normal to the plane containing the points A(-1, 0,1), B(2, 3, -1), C(1, 4, 2) = = v CB ( , 1 , 1 ) 3 C 1 = = A v AB ( , 3 + ) 2 , 3 2 = + ) 3 + v v 2 ( = , 9 9 , 2 3 1 2 B 11 ( , , 7 ) 6 N Mathematical Foundations 39

  40. Triangle Arithmetic b Consider a triangle, (a, b, c) a,b,c = (x,y,z) tuples a c Surface area = sa = * ||(b a) X (c-a)|| Unit normal = (1/2sa) * (b-a) X (c-a) Mathematical Foundations 40

  41. Vector Spaces A linear combination of vectors results in a new vector: v= a1v1 + a2v2+ + anvn If the only set of scalars such that a1v1 + a2v2+ + anvn = 0 is a1 = a2= = a3 = 0 then we say the vectors are linearly independent The dimension of a space is the greatest number of linearly independent vectors possible in a vector set For a vector space of dimension n, any set of n linearly independent vectors form a basis Mathematical Foundations 41

  42. Vector Spaces: Basis Vectors Given a basis for a vector space: Each vector in the space is a unique linear combination of the basis vectors The coordinates of a vector are the scalars from this linear combination If basis vectors are orthogonal and unit length: Vectors comprise orthonormal basis Best-known example: Cartesian coordinates Note that a given vector v will have different coordinates for different bases Mathematical Foundations 42

  43. Matrices Matrix addition Matrix multiplication Matrix transpose Determinant of a matrix Matrix inverse Mathematical Foundations 43

  44. Complex numbers A complex number z is an ordered pair of real numbers z = x+iy z = (x,y), x = Re(z), y = Im(z) Addition, substraction and scalar multiplication of complex numbers are carried out using the same rules as for two-dimensional vectors. Multiplication is defined as (x1 , y1)(x2, y2) = (x1x2 y1y2 , x1y2+ x2y1) Mathematical Foundations 44

  45. Complex numbers(cont.) Real numbers can be represented as x = (x, 0) It follows that (x1 , 0 )(x2 , 0) = (x1x2,0) i = (0, 1) is called the imaginary unit. We note that i2= (0, 1) (0, 1) = (-1, 0). Mathematical Foundations 45

  46. Complex numbers (cont.) Real and imaginary components for a point z in the complex plane. Mathematical Foundations 46

  47. Complex numbers(cont.) Using the rule for complex addition, we can write any complex number as the sum z = (x,0) + (0, y) = x + iy which is the usual form used in practical applications. Mathematical Foundations 47

  48. Complex numbers(cont.) The complex conjugate is defined as z = x -iy Modulus or absolute value of a complex number is |z| = z z = (x2+y2) Division of of complex numbers: ~ z z z z 1 1 2 = ~ z z 2 1 2 Mathematical Foundations 48

  49. Complex numbers(cont.) Polar coordinate representation = + z rCos riSin + = Cos ( ) r iSin i = re Mathematical Foundations 49

  50. Complex numbers (cont.) Polar-coordinate parameters in the complex plane Mathematical Foundations 50

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