Geometry CSC 2141 Introduction to Computer Graphics.

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Geometry CSC 2141 Introduction to Computer Graphics

Transcript of Geometry CSC 2141 Introduction to Computer Graphics.

Page 1: Geometry CSC 2141 Introduction to Computer Graphics.

Geometry

CSC 2141Introduction to Computer Graphics

Page 2: Geometry CSC 2141 Introduction to Computer Graphics.

Objectives

Basic geometric problems are fundamental to computer graphics, and we will present tools to answer these sorts of questions Geometric intersections Transformation Change of coordinates

Introduce the elements of geometry Scalars Vectors Points

Develop mathematical operations among them in a coordinate-free manner

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Basic Elements

Geometry is the study of the relationships among objects in an n-dimensional space In computer graphics, we are interested in objects that exist

in three dimensions We will need three fundamental types

Scalars Vectors Points

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Coordinate-Free Geometry

When we learned simple geometry, most of us started with a Cartesian approach

Points were at locations in space p=(x,y,z) We derived results by algebraic manipulations involving these

coordinates This approach was nonphysical

Physically, points exist regardless of the location of an arbitrary coordinate system

Most geometric results are independent of the coordinate system Example Euclidean geometry: two triangles are identical if two

corresponding sides and the angle between them are identical

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Scalars

Scalars can be defined as members of sets which can be combined by two operations (addition and multiplication) obeying some fundamental axioms (associativity, commutivity)

Examples include the real and complex number systems under the ordinary rules with which we are familiar

Scalars alone have no geometric properties

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Vectors

Physical definition: a vector is a quantity with two attributes Direction Magnitude

Examples include Force Velocity Directed line segments = vector

Most important example for graphics

v

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Vector Operations

Every vector has an inverse Same magnitude but points in opposite direction

Every vector can be multiplied by a scalar changing its magnitude

There is a zero vector Zero magnitude, undefined orientation

The sum of any two vectors is a vector Use head-to-tail axiom Subtraction of vectors: v-u = v + (-u)

v -v vv

u

w

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Linear Vector Spaces

Mathematical system for manipulating vectors Involve only scalars and vectors Combine scalars and vectors to form new ones Operations

Scalar-vector multiplication u=v Vector-vector addition: w=u+v

Expressions such as v=u+2w-3r

Make sense in a vector space

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Vectors Lack Position

These vectors are identical Same length and magnitude “free vectors”

Vector spaces insufficient for geometry Need points

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Points

Location in space Operations allowed between points and vectors

Point-point subtraction yields a vector Equivalent to point-vector addition

P=v+Q

v=P-Q

Directed from P to Q

Is defined to be translation of Q by displacement v

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Affine Spaces

Point + a vector space Manipulates scalars, vectors and points

Operations Vector-vector addition (vector-vector subtraction) Scalar-vector multiplication (vector-scalar division) Point-vector addition (point-vector subtraction) Point-point subtraction Scalar-scalar operations

For any point define 1 • P = P 0 • P = 0 (zero vector)

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Lines

Consider all points of the form P()=P0 + d

Set of all points that pass through P0 in the direction of the vector d

Called “parametric form” Line: infinitely long in both directions

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Rays and Line Segments

If >= 0, then P() is the ray leaving P0 in the direction d

If we use two points to define v, thenP( ) = Q + (R-Q)=Q+v

=R + (1-)Q

For 0<=<=1 we get all thepoints on the line segmentjoining R and Q

Ray: infinitely long in one direction Line segment: finite

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Affine and Convex Sums (combinations) In general, we define the following two operations

for points in affine space.

Consider the “sum” P=1P1+2P2+…..+nPn

This sum makes sense iff1+2+…..n=1

in which case we have the affine sum of the points P1P2,…..Pn

If, in addition, i>=0, we have the convex sum (combination) of P1P2,…..Pn

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Planes

A plane can be defined by a point and two vectors or by three points

P(,)=R+u+v P(,)=R+(Q-R)+(P-Q)

u

v

R

P

R

Q

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Triangles

convex sum of P and Q

convex sum of S() and R

for 0<=,<=1, we get all points in triangle

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Normals

Every plane has a vector n normal (perpendicular, orthogonal) to it

From point-two vector form P(,)=R+u+v, we know we can use the cross product to find n = u v

and the plane equation is (P()-P) n=0

u

v

P