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Mathematical Foundation For Graphics: Eko Syamsuddin Hasrito, PHD

This document introduces some key concepts in computer graphics and geometry, including: - Scalars, vectors, and points are the basic elements of geometry. Vectors represent displacements or directions, while points represent locations in space. - Geometry can be studied in a coordinate-free manner by using vectors and points rather than coordinate representations. - The document will cover properties of the dot, cross, and mixed products, and how to perform operations like determining coplanarity or computing intersections using a coordinate-free approach. - Key terminology and notation used in the document are also introduced.

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0% found this document useful (0 votes)
102 views72 pages

Mathematical Foundation For Graphics: Eko Syamsuddin Hasrito, PHD

This document introduces some key concepts in computer graphics and geometry, including: - Scalars, vectors, and points are the basic elements of geometry. Vectors represent displacements or directions, while points represent locations in space. - Geometry can be studied in a coordinate-free manner by using vectors and points rather than coordinate representations. - The document will cover properties of the dot, cross, and mixed products, and how to perform operations like determining coplanarity or computing intersections using a coordinate-free approach. - Key terminology and notation used in the document are also introduced.

Uploaded by

botaxaja
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 72

UPI YPTK - Padang

Mathematical Foundation
for Graphics

Eko Syamsuddin Hasrito, PhD

204481 Foundation of Computer Graphics April 18, 2020 1


Acknowledgement

 This lecture note has been summarized from


lecture note on Foundation of Computer
Graphics, Introduction to Computer Graphics
all over the world. I can’t remember where
those slide come from. However, I’d like to
thank all professors who create such a good
work on those lecture notes. Without those
lectures, this slide can’t be finished.

204481 Foundation of Computer Graphics April 18, 2020 2


Objectives

 Introduce the elements of geometry


 Scalars
 Vectors
 Points
 Develop mathematical operations among them
in a coordinate-free manner
 Define basic primitives
 Line segments
 Polygons

204481 Foundation of Computer Graphics April 18, 2020 3


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
 Want a minimum set of primitives from which we
can build more sophisticated objects
 We will need three basic elements

 Scalars
 Vectors

 Points

204481 Foundation of Computer Graphics April 18, 2020 4


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
 Euclidean geometry: two triangles are identical if two
corresponding sides and the angle between them are
identical
204481 Foundation of Computer Graphics April 18, 2020 5
Geometry

 Geometry provides a mathematical foundation


for much of computer graphics:
 Geometric Spaces: Vector, Affine, Euclidean,
Cartesian, Projective
 Affine Geometry
 Affine Transformations
 Perspective
 Projective Transformations
 Matrix Representation of Transformations
 Viewing Transformations

204481 Foundation of Computer Graphics April 18, 2020 6


Introduction (1/2)

 Points are associated with locations of space


 Vectors represent displacements between
points or directions
 Points, vectors, and operators that combine
them are the common tools for solving many
geometric problems that arise in Geometric
Modeling, Computer Graphics, Animation,
Visualization, and Computational Geometry.

204481 Foundation of Computer Graphics April 18, 2020 7


Introduction (2/2)

 The three most fundamental operators on


vectors are the dot product, the cross
product, and the mixed product (sometimes
called the triple product).
 Although a point and a vector may be
represented by its three coordinates, they are
of different type and should not be mixed
 Avoid, whenever possible, using coordinates
when formulating geometric constructions.
Instead use vectors and points.

204481 Foundation of Computer Graphics April 18, 2020 8


What will you learn here? (1/2)

 Properties of dot, cross, and mixed products


 How to write simple tests for
 4-points and 2-lines coplanarity

 Intersection of two coplanar edges

 Parallelism of two edges or of two lines

 Clockwise orientation of a triangle from a


viewpoint
 Positive orientation of a tetrahedron

 Edge/triangle and ray/triangle intersection

204481 Foundation of Computer Graphics April 18, 2020 9


What will you learn here? (2/2)

 How to compute
 Center of mass of a triangle

 Volume of a tetrahedron

 “Shadow” (orthogonal projection) of a vector

on a plane
 Line/plane intersection

 Plane/plane intersection

 Plane/plane/plane intersection

204481 Foundation of Computer Graphics April 18, 2020 10


Terminology

 Orthogonal to = Normal to = forms a 90o angle


with
 Norm of a vector = length of the vector
 Are coplanar = there is a plane containing them

204481 Foundation of Computer Graphics April 18, 2020 11


Notation

 means “is always equal to” or “by definition”


== means the test “is equal to” used in Boolean expressions
:= is the assignment “is computed as” and is used in construction
algorithms

s (italic type) Boolean

v (normal type) scalar


a (bold type lower-case) point
A (bold upper-case) pointset (edge, curve, triangle, surface, solid)

U (bold underscored upper-case) vector


u (bold underscored lower-case) unit vector
T (bold upper-case) transformation

204481 Foundation of Computer Graphics April 18, 2020 12


Scalars

 Need three basic elements in geometry


 Scalars, Vectors, Points

 Scalars can be defined as members of sets


which can be combined by two operations
(addition and multiplication) obeying some
fundamental axioms (associativity,
commutivity, inverses)
 Examples include the real and complex
number systems under the ordinary rules with
which we are familiar
 Scalars alone have no geometric properties

204481 Foundation of Computer Graphics April 18, 2020 13


Vectors And Point

 We commonly use vectors to represent:


 Points in space (i.e., location)
 Displacements from point to point
 Direction (i.e., orientation)
 But we want points and directions to behave
differently
 Ex: To translate something means to move it without
changing its orientation
 Translation of a point = different point
 Translation of a direction = same direction

204481 Foundation of Computer Graphics April 18, 2020 14


Vectors

 Physical definition: a vector is a quantity with


two attributes
 Direction
 Magnitude

 Examples include
 Force
 Velocity

 Directed line segments

 Most important example for graphics


v
 Can map to other types

204481 Foundation of Computer Graphics April 18, 2020 15


Vector Operations
 Every vector has an inverse
 Same magnitude but points in opposite
direction
 Every vector can be multiplied by a scalar

 There is a zero vector

 Zero magnitude, undefined orientation

 The sum of any two vectors is a vector

 Use head-to-tail axiom

v w
v -v v
u
204481 Foundation of Computer Graphics April 18, 2020 16
Vectors Lack Position

 These vectors are identical


 Same length and magnitude

 Vectors spaces insufficient for geometry


 Need points

204481 Foundation of Computer Graphics April 18, 2020 17


Vectors (1/2)

 Vector space (analytic definition from Descartes in the


1600s)
 U+V=V+U (vector addition)

 U+(V+W)=(U+V)+W

 0 is the zero (or null) vector if V, 0+V=V

 –V is the inverse of V, so that the vector subtraction


V–V= 0
 s(U+V)=sU+sV (scalar multiplication)

 U/s is the scalar division (same as multiplication by


s–1)
 (a+b)V=aV+bV

204481 Foundation of Computer Graphics April 18, 2020 18


Vectors (2/2)

 Vectors are used to represent displacement


between points
 Each vector V has a norm (length) denoted ||V||
 V / ||V|| is the unit vector (length 1) of V. We denote
it Vu
 If ||V||==0, then V is the null vector 0
 Unit vectors are used to represent
 Basis vectors of a coordinate system
 Directions of tangents or normals in definitions of
lines or planes

204481 Foundation of Computer Graphics April 18, 2020 19


Vector Spaces

 A linear combination of vectors results in a new


vector:
v = 1v1 + 2v2 + … + nvn
 If the only set of scalars such that
1v1 + 2v2 + … + nvn = 0
is 1 = 2 = … = 3 = 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

204481 Foundation of Computer Graphics April 18, 2020 20


Vector Spaces: An Example

 Our common notion of vectors in a 2D plane


is (you guessed it) a vector space:
 Vectors are “arrows” rooted at the origin
 Scalar multiplication “streches” the arrow,
changing its length (magnitude) but not its direction
 Addition uses the “trapezoid rule”:

u+v
y
v
u
x
204481 Foundation of Computer Graphics April 18, 2020 21
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
 Best-known example: Cartesian coordinates
 Draw example on the board

 Note that a given vector v will have different


coordinates for different bases

204481 Foundation of Computer Graphics April 18, 2020 22


Points

 Location in space
 Operations allowed between points and vectors
 Point-point subtraction yields a vector
 Equivalent to point-vector addition

v=P-Q

P=v+Q

204481 Foundation of Computer Graphics April 18, 2020 23


Affine Spaces

 Point + a vector space


 Operations
Vector-vector addition
 Scalar-vector multiplication

 Point-vector addition

 Scalar-scalar operations

 For any point define

1 • P = P

 0 • P = 0 (zero vector)

204481 Foundation of Computer Graphics April 18, 2020 24


Affine Space (1/2)

Definition: Set of Vectors V and a Set of Points


P
 Vectors V form a vector space.

 Points can be combined with vectors to make


new points:

P +v =Q with P,Q  P and v  V

Dimension: The dimension of an affine space is


the same as that of V .

204481 Foundation of Computer Graphics April 18, 2020 25


Affine Space (2/2)

Note:
 All other point operations are just variations
on the
P + v operation.
 No distinguished origin
 No notion of distances or angles.
 Most of what we do in graphics is affine.

204481 Foundation of Computer Graphics April 18, 2020 26


Affine space

 Defined together with a vector space and the


point difference mapping
 V=b–a (vector V is the displacement from point
a to point b)
 Notation: ab stands for the vector b – a
 c– a = (c – b) + (b – a). Written ac = ab + bc
 Point b is uniquely defined, given point a and
vector (b – a)

204481 Foundation of Computer Graphics April 18, 2020 27


Affine space

 If we pick a as origin, then there is a 1-to-1 mapping


between a point b and the vector b –a.
 We may extend the vector operations to points, but
usually only when the result is independent of the
choice of the origin!
 A + b is not allowed (the result depends on the
origin)
 (a + b)/2 is OK

 Points may be used to represent


 The vertices of a triangle or polyhedron

 The origin of a coordinate system

 Points in the definition of lines or plane

204481 Foundation of Computer Graphics April 18, 2020 28


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

204481 Foundation of Computer Graphics April 18, 2020 29


Parametric Form

 This form is known as the parametric form of the


line
 More robust and general than other forms
 Extends to curves and surfaces

 Two-dimensional forms
 Explicit: y = mx +h
 Implicit: ax + by +c =0

 Parametric:

x() = x0 + (1-)x1


y() = y0 + (1-)y1

204481 Foundation of Computer Graphics April 18, 2020 30


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, then
P( ) = Q +  (R-Q)=Q+v
=R + (1-)Q
For 0<=<=1 we get all the
points on the line segment
joining R and Q

204481 Foundation of Computer Graphics April 18, 2020 31


Convexity

 An object is convex iff for any two points in the


object all points on the line segment between
these points are also in the object

P
P

Q Q

not convex
convex
204481 Foundation of Computer Graphics April 18, 2020 32
Affine Sums

 Consider the “sum”


P=1P1+2P2+…..+nPn
Can show by induction that this sum makes
sense iff
1+2+…..n=1
in which case we have the affine sum of the
points P1,P2,…..Pn
 If, in addition, i>=0, we have the convex hull of
P1,P2,…..Pn

204481 Foundation of Computer Graphics April 18, 2020 33


Convex Hull

 Smallest convex object containing P1,P2,…..Pn


 Formed by “shrink wrapping” points

204481 Foundation of Computer Graphics April 18, 2020 34


Curves and Surfaces

 Curves are one parameter entities of the form


P() where the function is nonlinear
 Surfaces are formed from two-parameter
functions P(, b)
 Linear functions give planes and polygons

P() P(, b)
204481 Foundation of Computer Graphics April 18, 2020 35
Planes

 A plane be determined by a point and two


vectors or by three points

P(,b)=R+u+bv P(,b)=R+(Q-R)+b(P-Q)

204481 Foundation of Computer Graphics April 18, 2020 36


Triangles

convex sum of S() and R


convex sum of P and Q

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

204481 Foundation of Computer Graphics April 18, 2020 37


Normals

 Every plane has a vector n normal (perpendicular,


orthogonal) to it
 From point-two vector form P(,b)=R+u+bv, we know
we can use the cross product to find n = u  v and
the equivalent form
(P()-P)  n=0

u
P
204481 Foundation of Computer Graphics April 18, 2020 38
Dot Product (1/2)

UV denotes the dot product (also called the


inner product)
UV = ||U||||V||cos(angle(U,V))
 UV is a scalar.
 UV==0  ( U==0 or V==0 or (U and V are
orthogonal))
v

cos(angle(u,v)) u
VU = UV > 0 here VU = UV < 0 here

204481 Foundation of Computer Graphics April 18, 2020 39


Dot Product (2/2)

 UV is positive if the angle between U and V is


less than 90o
 Note that UV = VU, because: cos(a)=cos(–a).
 uv = cos(angle(u,v) # unit vectors: ||u||  1
 the dot product of two unit vectors is the cosine of
their angle
 Vu = length of the orthogonal projection of V
onto the direction of u
 ||U||= sqrt(UU) = length of U = norm of U

204481 Foundation of Computer Graphics April 18, 2020 40


Dot Product

 The dot product or, more generally, inner


product of two vectors is a scalar:
v1 • v2 = x1x2 + y1y2 + z1z2 (in 3D)
 Useful for many purposes
 Computing the length of a vector: length(v) = sqrt(v • v)
 Normalizing a vector, making it unit-length
 Computing the angle between two vectors:
u • v = |u| |v| cos(θ)
 Checking two vectors for orthogonality
 Projecting one vector onto another v
θ
u
204481 Foundation of Computer Graphics April 18, 2020 41
Computing the reflection vector

 Given the unit normal n to a mirror surface and


the unit direction l towards the light, compute
the direction r of the reflected light.

By symmetry, l+r is parallel to n and


has a norm that is twice the length of
the projection nl of l upon n. Hence:
r = 2(nl)n–l
n –l
l r
l r

204481 Foundation of Computer Graphics April 18, 2020 42


Computing a “shadow” vector (projection)

 Given the unit up-vector u and the unit


direction d, compute the shadow T of d onto
the floor (orthogonal to u).

T and u are orthogonal.


u
d is the vector sum T+ (du)u . d
Hence:
T = d – (du)u T

204481 Foundation of Computer Graphics April 18, 2020 43


Cross product (1/3)

UV denotes the cross product


UV is either 0 or a vector orthogonal to both U
and V
 When U==0 or V==0 or U//V (parallel) then
UV= 0
 Otherwise, UV is orthogonal to both U and V

204481 Foundation of Computer Graphics April 18, 2020 44


Cross product (2/3)

The direction of UV is defined by the thumb of


the right hand
 Curling the fingers from U to V
 Or standing parallel to U and looking at V, UV goes
left

||UV||  ||U||||V||sin(angle(U,V))
 sin(angle(u,v)2  1–(uv)2 # unit vectors

 (uv== 0)  u//v (parallel)


 UV  –VU
 Useful identity: U(VW)  (UW)V – (UV)W

204481 Foundation of Computer Graphics April 18, 2020 45


Cross Product (3/3)

 The cross product or vector product of two


vectors is a vector:
 y1 z 2  y 2 z1 
v1  v 2   ( x1 z 2  x 2 z1)
 x1 y 2  x 2 y1 
 The cross product of two vectors is orthogonal
to both
 Right-hand rule dictates direction of cross
product

204481 Foundation of Computer Graphics April 18, 2020 46


When are two edges parallel in 3D?

 Edge(a,b) is parallel to Edge(c,d) if abcd == 0

204481 Foundation of Computer Graphics April 18, 2020 47


Mixed product

U(VW) is called a mixed product


 U(VW) is a scalar

 U(VW) ==0 when one of the vectors is null or all 3

are coplanar
 U(VW) is the determinant | U V W |

 U(VW)  V(WU)  – U(WV) # cyclic

permutation

204481 Foundation of Computer Graphics April 18, 2020 48


Testing whether a triangle is front-facing

 When does the triangle a, b, c appear


clockwise from d?
when da(dbdc) > 0

c
a

204481 Foundation of Computer Graphics April 18, 2020 49


Volume of a tetrahedron

Volume of a tetrahedron with vertices a, b, c and d is


v  | da(dbdc) | / 6
a

dbdc da

c
dc

d db b

204481 Foundation of Computer Graphics April 18, 2020 50


z, s, and v functions (1/2)
zero: z(a,b,c,d)  da(dbdc)==0 # tests co-planarity of 4 points
 Returns Boolean TRUE when a,b,c,d are coplanar
sign: s(a,b,c,d)  da(dbdc)>0 # test orientation or side
 Returns Boolean TRUE when a,b,c appear clockwise from d
 Used to test whether d in on the “good” side of plane through a,b,c
a
a
dbdc da
d
c
dc
b
c d b
db

204481 Foundation of Computer Graphics April 18, 2020 51


z, s, and v functions (2/2)
value: v(a,b,c,d)  da(dbdc) # compute volume
 Returns scalar whose absolute value is 6 times the volume of
tetrahedron a,b,c,d
 v(a,b,c,d)  v(d,a,b,c)  –v(b,a,c,d)

204481 Foundation of Computer Graphics April 18, 2020 52


Testing whether an edge is concave

 How to test whether the edge (c,b) shared by triangles


(a,b,c) and (c,b,d) is concave?

204481 Foundation of Computer Graphics April 18, 2020 53


When do two edges intersect in 2D?

 Write a geometric expression that returns true when


two coplanar edges (a,b) and (c,d) intersect

0  (abac)•(abad) and 0  (cdca)•(cdcb)


d
d

a b
c b
a
c

204481 Foundation of Computer Graphics April 18, 2020 54


When do two edges intersect in 3D?

Consider two edges: edge(a,b) and edge(c,d)


 When are they co-planar? When z(a,b,c,d)

 When do they intersect?


When they are co-planar and
0  (abac)•(abad) and 0  (cdca)•(cdcb)
d d
q
a b a b
p

c c

204481 Foundation of Computer Graphics April 18, 2020 55


What is the common normal to 2 edges in 3D?

Consider two edges: edge(a,b) and edge(c,d)

 What is their common normal n? n=(abcd)u

n
a b

204481 Foundation of Computer Graphics April 18, 2020 56


When is a point inside a tetrahedron?

When does point p lie inside tetrahedron a, b, c, d ?


 Assume z(a,b,c,d) is FALSE (not coplanar)
When
s(a,b,c,d), d
s(p,b,c,d),
s(a,p,c,d), p
s(a,b,p,d), and c
s(a,b,c,p)
(i.e. all return TRUE or all a b
are identical. return FALSE)

 When is p on the boundary of the tetrahedron?


 Do as an exercise for practice.

204481 Foundation of Computer Graphics April 18, 2020 57


A faster point-in-tetrahedron test ?

 Suggested by Nguyen Truong


 Write ap = sab+tac+uad

 Solve for s, t, u (linear system of 3 equations)

 Requires 17 multiplications, 3 divisions, and 11 additions

 Check that s, t, and u are positive and that s+u+t<1

 A more expensive Variation:


d
Compute s, t, u, w
 w = v(a,b,c,d)

 s = v(a,p,c,d)
p
 u = v(a,b,p,d) c
 t = v(a,b,c,p)

Check that a b
 w, s, t, u have the same sign and that s+u+t<w

204481 Foundation of Computer Graphics April 18, 2020 58


When is a 3D point inside a triangle

When does point p lie inside triangle with vertices a, b, c ?

When z(p,a,b,c) and (abap)•(bcbp)0 and (bcbp)•(cacp)0

a
p p

204481 Foundation of Computer Graphics April 18, 2020 59


Parametric representation of a line

 Let Line(p,t) be the line through


point p with tangent t
 Its parametric form associates a
scalar s with a point q(s) on the p
line
t
• s defines the distance from p
to q(s) s
• q(s) = p + st
 Note that the direction of t q
gives an orientation to the line
(direction where s is positive)
 We can represent a line by p and t

204481 Foundation of Computer Graphics April 18, 2020 60


Implicit representation of a plane

 Let Plane(r,n) be the plane through point r with normal n


 Its implicit form states that a point q lies on Plane(r,n) when
rqn=0
 Remember that rq = q – r

 Note that the direction of n defines an orientation of the plane


p
p not in plane
n n
q r
r

204481 Foundation of Computer Graphics April 18, 2020 61


Line/plane intersection

Compute the point q of intersection between Line(p,t) and


Plane(r,n)

Replacing q by p+st in (q–r)n=0 yields p


(p–r+st)n=0
Solving for s yields t
rpn+stn=0 and s
s = – rpn / tn n
s = prn / tn q r
Hence q = p + (prn)t / (tn)

204481 Foundation of Computer Graphics April 18, 2020 62


When are two lines coplanar in 3D?

 L(p,t) and L(q,u) are coplanar

When tu == 0 OR pq•(tu) == 0

204481 Foundation of Computer Graphics April 18, 2020 63


What is the intersection of two planes

 Consider two planes Plane(p,n) and Plane(q,m)


 Assume that n and m are not parallel (i.e. nm ≠ 0)
 Their intersection is a line Line(r,t). m
 How can one compute r and t ?
q
t := (nm)u
let u := nt
r := p+(pq•m)u/(u•m) t n

r u p
If correct, then provide the derivation.
Otherwise, provided the correct answer.

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What is the intersection of three planes

 Consider planes Plane(p,m), Plane(q,n), and


Plane(r,m).
 How do you compute their intersection w ?
r
Write w=p+an+bm+ct then
solve the linear system t
{pw•n=0, qw•m=0, rw•t=0}
for a, b, and c q m w
n
or compute the line of
intersection between two of p
these planes and then intersect
it with the third one.

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Implementation

 Points and vectors are each represented by their 3


coordinates
 p=(px,py,pz) and v=(vx,vy,vz)
 U•V = UxVx + UyVy + UzVz
 UV = (UyVz – UzVy) – (UxVz – UzVx) + (UxVy – UyVx)

 Implement:
 Points and vectors
 Dot, cross, and mixed products
 z, s, and v functions from mixed products
 Edge/triangle intersection
 Lines and Planes
 Line/Plane, Plane/Plane, and Plane/Plane/Plane intersections
 Return exception for singular cases (parallelism…)

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Linear Transformations

 A linear transformation:
 Maps one vector to another
 Preserves linear combinations
 Thus behavior of linear transformation is
completely determined by what it does to a
basis
 Turns out any linear transform can be
represented by a matrix

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Matrices

 By convention, matrix element Mrc is located


at row r and column c:
 M11 M12  M1n 
 M21 M22  M2n 
M
     
 
Mm1 Mm2  Mmn 

 By (OpenGL) convention,  v1 
vectors are columns: 
v   v 2 
 v 3 
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Matrices

 Matrix-vector multiplication applies a linear


transformation to a vector:

 M11 M12 M13   vx 


M  v  M 21 M 22 M 23   vy 
M 31 M 32 M 33   vz 
 Recall how to do matrix multiplication

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Matrix Transformations

 A sequence or composition of linear


transformations corresponds to the product of
the corresponding matrices
 Note: the matrices to the right affect vector first
 Note: order of matrices matters!
 The identity matrix I has no effect in
multiplication
 Some (not all) matrices have an inverse:

M 1 Mv   v

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Source :

Pradondet Nilagupta
Dept. of Computer Engineering
Kasetsart University

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Pertanyaan untuk Mahasiswa (3)

Masing-masing mahasiswa harus menjawab / memberi komentar terhadap minimal 1


pertanyaan di bawah ini di kolom komentar :
1. Jelaskan mengenai Geometric Spaces pada Komputer Grafik ?
2. Jelaskan mengenai konsep “mixed Product” pada Komputer Grafik ?
3. Jelaskan dalam Bahasa Indonesia penjelasan pada Slide No.14 ?
4. Jelaskan mengenai konsep “convexity” pada Komputer Grafik ?
5. Jelaskan dalam Bahasa Indonesia penjelasan dan gambar pada Slide No.21?
6. Jelaskan mengenai perbedaan konsep “perpotongan 2 garis pada 2
Dimensi dan ruang 3 Dimensi” pada Komputer Grafik
7. Jelaskan dalam Bahasa Indonesia penjelasan dan gambar pada Slide No.50?
8. Jelaskan dalam Bahasa Indonesia penjelasan pada Slide No.70?

Kesemua 8 pertanyaan ini harus dibahas oleh semua anggota kelas, maka 7 mahasiswa terakhir
yang akan jawaban pertanyaan harus menjawab topik-topik yang belum pernah terbahas ??
Setelah itu yang lain boleh beri komentar / koreksian atas jawaban temannya ? Nilai keaktifan !!

204481 Foundation of Computer Graphics April 18, 2020 72

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