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1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.

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Presentation on theme: "1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science."— Presentation transcript:

1 1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science Laboratory University of New Mexico Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

2 2 Representation Ed Angel Professor Emeritus of Computer Science, University of New Mexico Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

3 3 Objectives Introduce concepts such as dimension and basis Introduce coordinate systems for representing vectors spaces and frames for representing affine spaces Discuss change of frames and bases Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

4 4 Linear Independence A set of vectors v 1, v 2, …, v n is linearly independent if  1 v 1 +  2 v 2 +..  n v n =0 iff  1 =  2 =…=0 If a set of vectors is linearly independent, we cannot represent one in terms of the others If a set of vectors is linearly dependent, at least one can be written in terms of the others Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

5 5 Dimension In a vector space, the maximum number of linearly independent vectors is fixed and is called the dimension of the space In an n-dimensional space, any set of n linearly independent vectors form a basis for the space Given a basis v 1, v 2,…., v n, any vector v can be written as v=  1 v 1 +  2 v 2 +….+  n v n where the {  i } are unique Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

6 6 Representation Until now we have been able to work with geometric entities without using any frame of reference, such as a coordinate system Need a frame of reference to relate points and objects to our physical world. ­For example, where is a point? Can’t answer without a reference system ­World coordinates ­Camera coordinates Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

7 7 Coordinate Systems Consider a basis v 1, v 2,…., v n A vector is written v=  1 v 1 +  2 v 2 +….+  n v n The list of scalars {  1,  2, ….  n } is the representation of v with respect to the given basis We can write the representation as a row or column array of scalars a=[  1  2 ….  n ] T = Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

8 8 Example v=2v 1 +3v 2 -4v 3 a=[2 3 –4] T Note that this representation is with respect to a particular basis For example, in WebGL we will start by representing vectors using the object basis but later the system needs a representation in terms of the camera or eye basis Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

9 9 Coordinate Systems Which is correct? Both are because vectors have no fixed location v v Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

10 10 Frames A coordinate system is insufficient to represent points If we work in an affine space we can add a single point, the origin, to the basis vectors to form a frame P0P0 v1v1 v2v2 v3v3 Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

11 11 Representation in a Frame Frame determined by (P 0, v 1, v 2, v 3 ) Within this frame, every vector can be written as v=  1 v 1 +  2 v 2 +….+  n v n Every point can be written as P = P 0 +  1 v 1 +  2 v 2 +….+  n v n Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

12 12 Confusing Points and Vectors Consider the point and the vector P = P 0 +  1 v 1 +  2 v 2 +….+  n v n v=  1 v 1 +  2 v 2 +….+  n v n They appear to have the similar representations p=[  1  2  3 ] v=[  1  2  3 ] which confuses the point with the vector A vector has no position v p v Vector can be placed anywhere point: fixed Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015


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