1 Representation. 2 Objectives Introduce concepts such as dimension and basis Introduce coordinate systems for representing vectors spaces and frames.

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Presentation transcript:

1 Representation

2 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 Introduce homogeneous coordinates

3 Linear Independence A set of vectors v 1, v 2, …, v n is linearly independent if  1 v 1 +  2 v  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, as least one can be written in terms of the others

4 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

5 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

6 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 =

7 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 OpenGL we start by representing vectors using the object basis but later the system needs a representation in terms of the camera or eye basis

8 Coordinate Systems Which is correct? Both are because vectors have no fixed location v v

9 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

10 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

11 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

12 A Single Representation If we define 0P = 0 and 1P =P then we can write v=  1 v 1 +  2 v 2 +  3 v 3 = [  1  2  3 0 ] [v 1 v 2 v 3 P 0 ] T P = P 0 +  1 v 1 +  2 v 2 +  3 v 3 = [  1  2  3 1 ] [v 1 v 2 v 3 P 0 ] T Thus we obtain the four-dimensional homogeneous coordinate representation v = [  1  2  3 0 ] T p = [  1  2  3 1 ] T

13 Homogeneous Coordinates The homogeneous coordinates form for a three dimensional point [x y z] is given as p =[x’ y’ z’ w] T =[wx wy wz w] T We return to a three dimensional point (for w  0 ) by x  x’ /w y  y’/w z  z’/w If w=0, the representation is that of a vector Note that homogeneous coordinates replaces points in three dimensions by lines through the origin in four dimensions For w=1, the representation of a point is [x y z 1]

14 Homogeneous Coordinates and Computer Graphics Homogeneous coordinates are key to all computer graphics systems ­All standard transformations (rotation, translation, scaling) can be implemented with matrix multiplications using 4 x 4 matrices ­Hardware pipeline works with 4 dimensional representations ­For orthographic viewing, we can maintain w=0 for vectors and w=1 for points ­For perspective we need a perspective division

15 Change of Coordinate Systems Consider two representations of a the same vector with respect to two different bases. The representations are v=  1 v 1 +  2 v 2 +  3 v 3 = [  1  2  3 ] [v 1 v 2 v 3 ] T =  1 u 1 +  2 u 2 +  3 u 3 = [  1  2  3 ] [u 1 u 2 u 3 ] T a=[  1  2  3 ] b=[  1  2  3 ] where

16 Representing second basis in terms of first Each of the basis vectors, u1,u2, u3, are vectors that can be represented in terms of the first basis u 1 =  11 v 1 +  12 v 2 +  13 v 3 u 2 =  21 v 1 +  22 v 2 +  23 v 3 u 3 =  31 v 1 +  32 v 2 +  33 v 3 v

17 Matrix Form The coefficients define a 3 x 3 matrix and the bases can be related by see text for numerical examples a=M T b M =

18 Change of Frames We can apply a similar process in homogeneous coordinates to the representations of both points and vectors Any point or vector can be represented in either frame We can represent Q 0, u 1, u 2, u 3 in terms of P 0, v 1, v 2, v 3 Consider two frames: (P 0, v 1, v 2, v 3 ) (Q 0, u 1, u 2, u 3 ) P0P0 v1v1 v2v2 v3v3 Q0Q0 u1u1 u2u2 u3u3

19 Representing One Frame in Terms of the Other u 1 =  11 v 1 +  12 v 2 +  13 v 3 u 2 =  21 v 1 +  22 v 2 +  23 v 3 u 3 =  31 v 1 +  32 v 2 +  33 v 3 Q 0 =  41 v 1 +  42 v 2 +  43 v 3 +  44 P 0 Extending what we did with change of bases defining a 4 x 4 matrix M =

20 Working with Representations Within the two frames any point or vector has a representation of the same form a=[  1  2  3  4 ] in the first frame b=[  1  2  3  4 ] in the second frame where  4   4  for points and  4   4  for vectors and The matrix M is 4 x 4 and specifies an affine transformation in homogeneous coordinates a=M T b

21 Affine Transformations Every linear transformation is equivalent to a change in frames Every affine transformation preserves lines However, an affine transformation has only 12 degrees of freedom because 4 of the elements in the matrix are fixed and are a subset of all possible 4 x 4 linear transformations

22 The World and Camera Frames When we work with representations, we work with n-tuples or arrays of scalars Changes in frame are then defined by 4 x 4 matrices In OpenGL, the base frame that we start with is the world frame Eventually we represent entities in the camera frame by changing the world representation using the model-view matrix Initially these frames are the same ( M=I )

23 Moving the Camera If objects are on both sides of z=0, we must move camera frame M =