chapter 4.1

Objectives


Basic Elements


Coordinate-Free Geometry


Scalars


Vectors

Vector Operations


Vector Spaces

and Linear Vector Spaces


Vectors Lack Position


Points


Affine Spaces


Lines


Parametric Form


Rays and Line Segments

 


Convexity


Affine Sums


Convex Hull


Curves and Surfaces


Planes



Triangles


Normals


Representation

Objectives


Linear Independence


Dimension

where the {ai} are unique


Representation



Coordinate Systems



Example

Coordinate Systems


Frames

Representation in a Frame


Confusing Points and Vectors


A Single Representation

 


Homogeneous Coordinates


Homogeneous Coordinates and Computer Graphics



Change of Coordinate Systems (skip)


Representing second basis in terms of first

where a =[u1, u2, u3]T and b = [v1, v2, v3]T


Change of Frames


Representing One Frame in Terms of the Other

Working with Representations


Affine Transformations


The World and Camera Frames


Moving the Camera


This actually results in moving the world frame relative to the camera frame. To the programmer it appears that all points in front of the camera are now visible, by moving them down the z axis by -d units. This is almost always easier than attempting to change vertex coordinates to place the objects in a visible position.

See the text for a numerical example. In OpenGL this is easily accomplished by translating all points by [0, 0, -d] - more later, or by moving the camera to [0, 0, d] - more later, both produce the same result.


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