DOC PREVIEW
UVA CS 445 - Display Technologies, Mathematical Fundamentals

This preview shows page 1-2-3-25-26-27-28-50-51-52 out of 52 pages.

Save
View full document
View full document
Premium Document
Do you want full access? Go Premium and unlock all 52 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 52 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 52 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 52 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 52 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 52 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 52 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 52 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 52 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 52 pages.
Access to all documents
Download any document
Ad free experience
Premium Document
Do you want full access? Go Premium and unlock all 52 pages.
Access to all documents
Download any document
Ad free experience

Unformatted text preview:

Slide 1AdminDemoMathematical Foundations3D GeometryVector SpacesVectors And PointsAffine SpacesSlide 9Affine Lines: An AsideDot ProductCross ProductLinear TransformationsMatricesSlide 15Matrix Transformations3D Scene Representation3D PointSlide 193D VectorSlide 21Slide 223D Line SegmentSlide 243D Ray3D Line3D PlaneSlide 283D Polygon3D SphereDisplay TechnologiesDisplay Technologies: CRTsSlide 33Slide 34Slide 35Slide 36Display Technology: Color CRTsSlide 38Display Technology: Raster CRTsCRTs – OverviewSlide 41Display Technology: LCDsSlide 43Slide 44Display Technology: PlasmaDisplay TechnologyDisplay Technology: DMDsSlide 48Display Technologies: Organic LED ArraysSlide 50Slide 51FramebuffersCS 445: Introduction to Computer GraphicsDavid LuebkeUniversity of VirginiaDisplay Technologies, Mathematical FundamentalsAdminCall rollIntroductions: Sam Guarnieri–Office hours:M – 11-12 amW 10-11 amAssignment 1 outDemoSoap-bubble bunnyMathematical FoundationsA very brief review of some mathematical tools we’ll employ–Geometry (2D, 3D)–Trigonometry–Vector and affine spaces Points, vectors, and coordinates–Dot and cross products–Linear transforms and matrices3D 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 distinctionVector Spaces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–Note that a given vector will have different coordinates for different basesVectors And PointsWe commonly use vectors to represent:–Direction (i.e., orientation)–Points in space (i.e., location)–Displacements from point to point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 directionAffine 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: Q - P = vResult is a vector pointing from P to Q–Vector-point addition: P + v = QResult is a new pointP + 0 = P–Note that the addition of two points is not definedPQvAffine 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 Be careful to avoid nonsensical operations–Point + point–Scalar * pointAffine Lines: An AsideParametric representation of a line with a direction vector d and a point P1 on the line:P() = Porigin + dRestricting 0   produces a raySetting d to P - Q and restricting 0    1 produces a line segment between P and QDot 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 anotherθuvCross ProductThe cross product or vector product of two vectors is a vector:Cross product of two vectors is orthogonal to bothRight-hand rule dictates direction of cross productCross product is handy for finding surface orientation–Lighting–Visibility12211221122121)(y x y xz x z xz y z yvvLinear 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 matrixMatricesBy convention, matrix element Mrc is located at row r and column c:By (OpenGL) convention, vectors are columns:mnm2m12n22211n1211MMMMMMMMMM32vvvv1MatricesMatrix-vector multiplication applies a linear transformation to a vector:Recall how to do matrix multiplication-zyxvvvMMMMMMMMMvM333231232221131211Matrix 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:  vvMM  13D Scene RepresentationScene is usually approximated by 3D primitives–Point–Line segment–Polygon–Polyhedron–Curved surface–Solid object –etc.3D PointSpecifies a locationOrigin3D PointSpecifies a location–Represented by three coordinates–Infinitely smalltypedef struct {Coordinate x;Coordinate y;Coordinate z;} Point;typedef struct {Coordinate x;Coordinate y;Coordinate z;} Point;(x,y,z)Origin3D VectorSpecifies a direction and a magnitude3D VectorSpecifies a direction and a magnitude–Represented by three coordinates–Magnitude ||V|| = sqrt(dx dx + dy dy + dz dz)–Has no locationtypedef struct {Coordinate dx;Coordinate dy;Coordinate dz;} Vector;typedef struct {Coordinate dx;Coordinate dy;Coordinate dz;} Vector;(dx,dy,dz)3D VectorSpecifies a direction and a magnitude–Represented by three coordinates–Magnitude ||V|| = sqrt(dx dx + dy dy + dz dz)–Has no locationDot product of two 3D vectors–V1·V2 = dx1dx2 + dy1dy2 + dz1dz2–V1·V2 = ||V1 || || V2 || cos()typedef struct {Coordinate dx;Coordinate dy;Coordinate dz;} Vector;typedef struct {Coordinate dx;Coordinate dy;Coordinate dz;} Vector;(dx1,dy1,dz1)(dx2,dy2 ,dz2)3D Line SegmentLinear path between two pointsOrigin3D Line SegmentUse a linear combination of two points–Parametric representation:P = P1 + t (P2 - P1), (0  t  1)typedef struct {Point P1;Point P2;} Segment;typedef struct {Point P1;Point P2;} Segment;P1P2Origin3D


View Full Document

UVA CS 445 - Display Technologies, Mathematical Fundamentals

Documents in this Course
Lighting

Lighting

49 pages

Color

Color

20 pages

Clipping

Clipping

10 pages

Shadows

Shadows

95 pages

Color

Color

37 pages

Radiosity

Radiosity

49 pages

Clipping

Clipping

59 pages

Assign 3

Assign 3

28 pages

Splines

Splines

17 pages

Color

Color

17 pages

Load more
Download Display Technologies, Mathematical Fundamentals
Our administrator received your request to download this document. We will send you the file to your email shortly.
Loading Unlocking...
Login

Join to view Display Technologies, Mathematical Fundamentals and access 3M+ class-specific study document.

or
We will never post anything without your permission.
Don't have an account?
Sign Up

Join to view Display Technologies, Mathematical Fundamentals 2 2 and access 3M+ class-specific study document.

or

By creating an account you agree to our Privacy Policy and Terms Of Use

Already a member?