CS 551 / 645: Introductory Computer Graphics David Luebke cs551@cs.virginia.edu http://www.cs.virginia.edu/~cs551 David Luebke 7/27/2016 Administrivia Office hours: – Luebke: 2:30 - 3:30 Monday, Wednesday Olsson 219 – Dale / Jinze / Derek: 3 - 4 Tuesday 2 - 3 Thursday 2 - 3 Friday Small Hall Unixlab for now Might move to Olsson 227 later Assignment 1 postponed till Wednesday David Luebke 7/27/2016 UNIX Section: 4 PM, Olsson 228 Optional UNIX section led by Dale today – Getting around – Using make and makefiles – Using gdb (if time) We will use 2 libraries: OpenGL and Xforms – OpenGL native on SGIs; on other platforms Mesa – Xforms: available on all platforms of interest David Luebke 7/27/2016 XForms Intro Xforms: a toolkit for easily building Graphical User Interfaces, or GUIs – See http://bragg.phys.uwm.edu/xforms – Lots of widgets: buttons, sliders, menus, etc. – Plus, an OpenGL canvas widget that gives us a viewport or context to draw into with GL or Mesa. Quick tour now You’ll learn the details yourself in Assignment 1 David Luebke 7/27/2016 Mathematical Foundations FvD appendix gives good review I’ll give a brief, informal review of some of the mathematical tools we’ll employ – Geometry (2D, 3D) – Trigonometry – Vector and affine spaces Points, vectors, and coordinates – Dot and cross products – Linear transforms and matrices David Luebke 7/27/2016 2D Geometry Know your high-school geometry: – Total angle around a circle is 360° or 2π radians – When two lines cross: Opposite angles are equivalent Angles along line sum to 180° – Similar triangles: David Luebke All corresponding angles are equivalent Corresponding pairs of sides have the same length ratio and are separated by equivalent angles Any corresponding pairs of sides have same length ratio 7/27/2016 Trigonometry Sine: “opposite over hypotenuse” Cosine: “adjacent over hypotenuse” Tangent: “opposite over adjacent” Unit circle definitions: – – – – David Luebke sin () = x cos () = y tan () = x/y Etc… (x, y) 7/27/2016 3D Geometry To model, animate, and render 3D scenes, we must specify: – Location – Displacement from arbitrary locations – Orientation We’ll look at two types of spaces: – Vector spaces – Affine spaces We will often be sloppy about the distinction David Luebke 7/27/2016 Vector Spaces Two types of elements: – Scalars (real numbers): a, b, g, d, … – Vectors (n-tuples): u, v, w, … Supports two operations: – Addition operation u + v, with: Identity 0 v+0=v Inverse v + (-v) = 0 – Scalar multiplication: Distributive rule: a(u + v) = a(u) + a(v) (a + b)u = au + bu David Luebke 7/27/2016 Vector Spaces A linear combination of vectors results in a new vector: v = a1v1 + a2v2 + … + anvn If the only set of scalars such that a1v1 + a2v2 + … + anvn = 0 is a1 = a2 = … = a3 = 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 David Luebke 7/27/2016 Vector Spaces: A Familiar 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 David Luebke 7/27/2016 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 David Luebke 7/27/2016 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 David Luebke 7/27/2016 Affine Spaces To be more rigorous, we need an explicit notion of position Affine spaces add a third element to vector spaces: points (P, Q, R, …) Points support these operations – Point-point subtraction: v Result is a vector pointing from P to Q – Vector-point addition: Q-P=v Q Result is a new point P+v=Q P – Note that the addition of two points is not defined David Luebke 7/27/2016 Affine Spaces Points, like vectors, can be expressed in coordinates – The definition uses an affine combination – Net effect is same: expressing a point in terms of a basis Thus the common practice of representing points as vectors with coordinates (see FvD) Analogous to equating points and integers in C – Be careful to avoid nonsensical operations David Luebke 7/27/2016 Affine Lines: An Aside Parametric representation of a line with a direction vector d and a point P1 on the line: P(a) = Porigin + ad Restricting 0 a produces a ray Setting d to P - Q and restricting 0 a 1 produces a line segment between P and Q David Luebke 7/27/2016 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 David Luebke 7/27/2016 Cross Product 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 David Luebke 7/27/2016 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 David Luebke 7/27/2016 Matrices By convention, matrix element Mrc is located at row r and column c: M11 M12 M21 M22 M Mm1 Mm2 M1n M2n Mmn By (OpenGL) convention, vectors are columns: David Luebke v1 v v 2 v 3 7/27/2016 Matrices Matrix-vector multiplication applies a linear transformation to a vector: M11 M12 M13 vx M v M 21 M 22 M 23 vy M31 M32 M33 vz Recall how to do matrix multiplication David Luebke 7/27/2016 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 Mv v David Luebke 7/27/2016 David Luebke 7/27/2016 The End Next: drawing lines on a raster display Reading: FvD 3.2 David Luebke 7/27/2016