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CSC 123 – Computational Art Points and Vectors

CSC 123 – Computational Art Points and Vectors. Zo ë Wood. Representing Points and Vectors. A 2D point: Represents a location with respect to some coordinate system A 2D vector: Represents a displacement from a position. Vectors. Objects with length and direction .

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CSC 123 – Computational Art Points and Vectors

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  1. CSC 123 – Computational ArtPoints and Vectors Zoë Wood

  2. Representing Points and Vectors • A 2D point: • Represents a location with respect to some coordinate system • A 2D vector: • Represents a displacement from a position

  3. Vectors • Objects with length and direction. • Represent motion between points in space. • We will think of a vector as a displacement from one point to another. • We use bold typeface to indicate vectors. v

  4. v v v v v Vectors as Displacements • As a displacement, a vector has length and direction, but no inherent location. • It doesn’t matter if you step one foot forward in Boston or in New York. v

  5. Vector Notation • We represent vectors as a list of components. • By convention, we write vectors as a column matrix: • We can also write them as row matrix, indicated by vT: vT = [x0, x1] or wT = [x0, x1 , x2] • All components of the zero vector0 are 0. or

  6. Vector Operations • Addition and multiplication by a scalar: • a + b • s*a • Examples:

  7. Vector Operations • Addition and multiplication by a scalar: • a + b • s*a • Examples:

  8. v Vector Scaling – geometric interpretation • Multiplying a vector by a scalar multiplies the vector’s length without changing its direction: 3.5 *v 2 *v

  9. Vector scalar Multiplication • Given wT = [x0, x1 , x2] and scalars s and t s *wT = [s *x0, s *x1 , s * x2] • Properties of Vector multiplication • Associative: (st)V = s(tV) • Multiplicative Identity: 1V = V • Scalar Distribution: (s+t)V = sV+tV • Vector Distribution: s(V+W) = sV+sW

  10. Vector addition – geometric interpretation Paralleologram rule • To visualize what vector addition is doing, here is a 2D example: V+W V W

  11. Vector Addition • Head to tail: At the end of a, place the start of b. a + b = b + a • Components: a + b = [a0 + b0, a1 + b1]T a+b b a

  12. v -v Unary Minus • Algebraically, -v = (-1) v. • The geometric interpretation of -v is a vector in the opposite direction:

  13. -a+b Vector Subtraction • b - a = -a + b • Components: b - a = [b0 - a0, b1 - a1]T b a b-a

  14. Linear Combinations • A linear combination of m vectors is a vector of the form: where a1, a2, …, am are scalars. • Example:

  15. Linear Combinations • A linear combination of m vectors is a vector of the form: where a1, a2, …, am are scalars. • Example:

  16. Vector Addition • Given vT = [x0, x1 , x2] and wT = [y0, y1 , y2] • V+W = [x0 +y0, x1 + y1 , x2 + y2] • Properties of Vector addition • Commutative: V+W=W+V • Associative (U+V)+W = U+(V+W) • Additive Identity: V+0 = V • Additive Inverse: V+W = 0, W=-V

  17. Points and Vectors • We normally say v = [3 2 7]T. • Similarly, for a point we say P = [3 2 7]T. • But points and vectors are very different: • Points: have a location, but no direction. • Vectors: have direction, but no location. • Point: A fixed location in a geometric world. • Vector: Displacement between points in the world.

  18. Vectors to Specify Locations • Locations can be represented as displacements from another location. • There is some understood origin location O from which all other locations are stored as offsets. • Note that locations are not vectors! • Locations are described using points. O v P

  19. Operations on Vectors and Points • Linear operations on vectors make sense, but the same operations do not make sense for points: • Addition: • Vectors: concatenation of displacements. • Points: ?? (SLO + LA = ?) • Multiplication by a scalar: • Vectors: increases displacement by a factor. • Points: ?? (What is 7 times the North Pole?) • Zero element: • Vectors: The zero vector represents no displacement. • Points: ?? (Is there a zero point?)

  20. Operations on Points • However, some operations with points make sense. • We can subtract two points. The result is the motion from one point to the other: P - Q = v • We can also start with a point and move to another point: Q + v = P

  21. Other operations • There are other operations on 3D vectors • dot product • cross product • We won’t talk about these

  22. Vector Basis • Vectors which are linearly independent form a basis. • The vectors are called basis vectors. • Any vector can be expressed as linear combination of the basis vectors: • Note that the coefficients ac and bc are unique.

  23. Orthogonal Basis • If the two vectors are at right angles to each other, we call the it an orthogonal basis. • If they are also vectors with length one, we call it an orthonormal basis. • In 2D, we can use two such special vectors x and y to define the Cartesian basis vectors • x = [1 0] y = [0 1] y x

  24. Cartisian • Descarté • One reason why cartesian coordinates are nice By Pythagorean theorem: length of c is: y c 0.5 2 x

  25. Normalizing a vector • In order to make a vector be a ‘normal’ vector it must be of unit length. • We can normalize a vector by dividing each component by its length

  26. How can we use these? • When we want to control movement, we can use vectors • For example if we want to have a faces’ eyeballs follow the mouse…

  27. Problem • Move eyeballs to the edge of a circle in a given direction • Compute the vector, which is a displacement fromthe current position towhere the mouse wasclicked • Scale the vector to only be aslong as the eye’s radius • Displace the eyeball to rimof the eye

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