CSE 167: Lecture #2: Coordinate Transformations. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011

Size: px
Start display at page:

Download "CSE 167: Lecture #2: Coordinate Transformations. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011"

Transcription

1 CSE 167: Introduction to Computer Graphics Lecture #2: Coordinate Transformations Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011

2 Announcements Homework #1 due Friday Sept 30, 1:30pm; presentation in lab 260 Don t save anything on the C: drive of the lab PCs in Windows. You will lose it when you log out! 2

3 Overview Linear Transformations Homogeneous Coordinates Affine Transformations Concatenating Transformations Change of Coordinates Common Coordinate Systems 3

4 Linear Transformations Scaling, shearing, rotation, reflection of vectors, and combinations thereof Implemented using matrix multiplications 4

5 Scaling Uniform scaling matrix in 2D Analogous in 3D 5

6 Scaling Nonuniform scaling matrix in 2D Analogous in 3D 6

7 Shearing Shearing along x-axis in 2D Analogous for y-axis, in 3D 7

8 Rotation in 2D Convention: positive angle rotates counterclockwise Rotation matrix 8

9 Rotation in 3D Rotation around coordinate axes 9

10 Rotation in 3D Concatenation of rotations around x, y, z axes are called Euler angles Result depends on matrix order! 10

11 Rotation in 3D Around arbitrary axis R(a,θ) = 1+ (1 cos(θ))(a 2 x 1) a z sin(θ) + (1 cos(θ))a x a y a y sin(θ) + (1 cos(θ))a x a z a z sin(θ) + (1 cos(θ))a y a x 1+ (1 cos(θ))(a 2 y 1) a x sin(θ) + (1 cos(θ))a y a z a y sin(θ) + (1 cos(θ))a z a x a x sin(θ) + (1 cos(θ))a z a y 1+ (1 cos(θ))(a 2 z 1) Rotation axis a a must be a unit vector: Right-hand rule applies for direction of rotation Counterclockwise rotation a = 1 11

12 Overview Linear Transformations Homogeneous Coordinates Affine Transformations Concatenating Transformations Change of Coordinates Common Coordinate Systems 12

13 Homogeneous Coordinates Generalization: homogeneous point Homogeneous coordinate Corresponding 3D point: divide by homogeneous coordinate 13

14 Homogeneous coordinates Usually for 3D points you choose For 3D vectors Benefit: same representation for vectors and points 14

15 Translation Using homogeneous coordinates 15

16 Translation Using homogeneous coordinates Matrix notation 16 Translation matrix

17 Transformations Add 4 th row/column to 3 x 3 transformation matrices Example: rotation 17

18 Transformations Concatenation of transformations: Arbitrary transformations (scale, shear, rotation, translation) Build chains of transformations Result depends on order 18

19 Overview Linear Transformations Homogeneous Coordinates Affine Transformations Concatenating Transformations Change of Coordinates Common Coordinate Systems 19

20 Affine transformations Generalization of linear transformations Scale, shear, rotation, reflection (linear) Translation Preserve straight lines, parallel lines Implementation using 4x4 matrices and homogeneous coordinates 20

21 Translation 21

22 Translation Inverse translation 22

23 Scaling Origin does not change 23

24 Scaling Inverse of scale: 24

25 Shear Pure shear if only one parameter is non-zero 25

26 Rotation around coordinate axis Origin does not change 26

27 Rotation around arbitrary axis Origin does not change Angle, unit axis a 27

28 Rotation matrices Orthonormal Rows, columns are unit length and orthogonal Inverse of rotation matrix: Its transpose 28

29 Overview Linear Transformations Homogeneous Coordinates Affine Transformations Concatenating Transformations Change of Coordinates Common Coordinate Systems 29

30 Rotating with pivot Rotation around origin Rotation with pivot 30

31 Rotating with pivot 1. Translation 2. Rotation 3. Translation 31

32 Concatenating transformations Arbitrary sequence of transformations Note: associativity 32

33 Overview Linear Transformations Homogeneous Coordinates Affine Transformations Concatenating Transformations Change of Coordinates Common Coordinate Systems 33

34 Change of coordinates Point with homogeneous coordinates Position in 3D given with respect to a coordinate system 34

35 Change of coordinates New uvwq coordinate system Goal: Find coordinates of with respect to new uvwq coordinate system 35

36 Change of coordinates Coordinates of xyzo frame w.r.t. uvwq frame 36

37 Change of coordinates Same point p in 3D, expressed in new uvwq frame 37

38 Change of coordinates 38

39 Change of coordinates Inverse transformation Given point w.r.t. frame Coordinates w.r.t. frame 39

40 Overview Linear Transformations Homogeneous Coordinates Affine Transformations Concatenating Transformations Change of Coordinates Typical Coordinate Systems 40

41 Typical Coordinate Systems Camera, world, object coordinates: Camera coordinates Object coordinates World coordinates

42 Object Coordinates Coordinates the object is defined with Often origin is in middle, base, or corner of object No right answer, whatever was convenient for the creator of the object Camera coordinates Object coordinates World coordinates 42

43 World Coordinates World space Common reference frame for all objects in the scene Chosen for convenience, no right answer If there is a ground plane, usually x/y is horizontal and z points up (height) In OpenGL x/y is screen plane, z comes out Camera coordinates Object coordinates World coordinates 43

44 World Coordinates Transformation from object to world space is different for each object Defines placement of object in scene Given by model matrix (model-to-world transform) M Camera coordinates Object coordinates World coordinates 44

45 Camera Coordinate System Camera space Origin defines center of projection of camera x-y plane is parallel to image plane z-axis is perpendicular to image plane Camera coordinates Object coordinates World coordinates 45

46 Camera Coordinate System The Camera Matrix defines the transformation from camera to world coordinates Placement of camera in world Transformation from object to camera coordinates Camera coordinates Object coordinates World coordinates 46

47 Camera Matrix Construct from center of projection e, look at d, upvector up: Camera coordinates 47 World coordinates

48 Camera Matrix Construct from center of projection e, look at d, upvector up: Camera coordinates 48 World coordinates

49 Camera Matrix z-axis x-axis y-axis 49

50 Inverse of Camera Matrix How to calculate the inverse of the camera matrix C -1? Generic matrix inversion is complex and computeintensive Observation: camera matrix consists of rotation and translation: R x T Inverse of rotation: R -1 = R T Inverse of translation: T(t) -1 = T(-t) Inverse of camera matrix: C -1 = T -1 x R -1 50

51 Objects in Camera Coordinates We have things lined up the way we like them on screen x to the right y up -z going into the screen Objects to look at are in front of us, i.e. have negative z values But objects are still in 3D Next step: project scene into 2D 51

52 Next Lecture Rendering Pipeline Perspective Projection 52

3D Tranformations. CS 4620 Lecture 6. Cornell CS4620 Fall 2013 Lecture 6. 2013 Steve Marschner (with previous instructors James/Bala)

3D Tranformations. CS 4620 Lecture 6. Cornell CS4620 Fall 2013 Lecture 6. 2013 Steve Marschner (with previous instructors James/Bala) 3D Tranformations CS 4620 Lecture 6 1 Translation 2 Translation 2 Translation 2 Translation 2 Scaling 3 Scaling 3 Scaling 3 Scaling 3 Rotation about z axis 4 Rotation about z axis 4 Rotation about x axis

More information

TWO-DIMENSIONAL TRANSFORMATION

TWO-DIMENSIONAL TRANSFORMATION CHAPTER 2 TWO-DIMENSIONAL TRANSFORMATION 2.1 Introduction As stated earlier, Computer Aided Design consists of three components, namely, Design (Geometric Modeling), Analysis (FEA, etc), and Visualization

More information

2D Geometric Transformations

2D Geometric Transformations 2D Geometric Transformations (Chapter 5 in FVD) 2D Geometric Transformations Question: How do we represent a geometric object in the plane? Answer: For now, assume that objects consist of points and lines.

More information

Lecture 3: Coordinate Systems and Transformations

Lecture 3: Coordinate Systems and Transformations Lecture 3: Coordinate Systems and Transformations Topics: 1. Coordinate systems and frames 2. Change of frames 3. Affine transformations 4. Rotation, translation, scaling, and shear 5. Rotation about an

More information

2D Geometrical Transformations. Foley & Van Dam, Chapter 5

2D Geometrical Transformations. Foley & Van Dam, Chapter 5 2D Geometrical Transformations Fole & Van Dam, Chapter 5 2D Geometrical Transformations Translation Scaling Rotation Shear Matri notation Compositions Homogeneous coordinates 2D Geometrical Transformations

More information

Geometric Camera Parameters

Geometric Camera Parameters Geometric Camera Parameters What assumptions have we made so far? -All equations we have derived for far are written in the camera reference frames. -These equations are valid only when: () all distances

More information

Affine Transformations

Affine Transformations A P P E N D I X C Affine Transformations CONTENTS C The need for geometric transformations 335 C2 Affine transformations 336 C3 Matri representation of the linear transformations 338 C4 Homogeneous coordinates

More information

Essential Mathematics for Computer Graphics fast

Essential Mathematics for Computer Graphics fast John Vince Essential Mathematics for Computer Graphics fast Springer Contents 1. MATHEMATICS 1 Is mathematics difficult? 3 Who should read this book? 4 Aims and objectives of this book 4 Assumptions made

More information

Geometric Transformation CS 211A

Geometric Transformation CS 211A Geometric Transformation CS 211A What is transformation? Moving points (x,y) moves to (x+t, y+t) Can be in any dimension 2D Image warps 3D 3D Graphics and Vision Can also be considered as a movement to

More information

Solving Simultaneous Equations and Matrices

Solving Simultaneous Equations and Matrices Solving Simultaneous Equations and Matrices The following represents a systematic investigation for the steps used to solve two simultaneous linear equations in two unknowns. The motivation for considering

More information

Computer Graphics Labs

Computer Graphics Labs Computer Graphics Labs Abel J. P. Gomes LAB. 2 Department of Computer Science and Engineering University of Beira Interior Portugal 2011 Copyright 2009-2011 All rights reserved. LAB. 2 1. Learning goals

More information

CS 4204 Computer Graphics

CS 4204 Computer Graphics CS 4204 Computer Graphics 2D and 3D Transformations Doug Bowman Adapted from notes by Yong Cao Virginia Tech 1 Transformations What are they? changing something to something else via rules mathematics:

More information

Given a point cloud, polygon, or sampled parametric curve, we can use transformations for several purposes:

Given a point cloud, polygon, or sampled parametric curve, we can use transformations for several purposes: 3 3.1 2D Given a point cloud, polygon, or sampled parametric curve, we can use transformations for several purposes: 1. Change coordinate frames (world, window, viewport, device, etc). 2. Compose objects

More information

Chapter 17. Orthogonal Matrices and Symmetries of Space

Chapter 17. Orthogonal Matrices and Symmetries of Space Chapter 17. Orthogonal Matrices and Symmetries of Space Take a random matrix, say 1 3 A = 4 5 6, 7 8 9 and compare the lengths of e 1 and Ae 1. The vector e 1 has length 1, while Ae 1 = (1, 4, 7) has length

More information

Rotation Matrices and Homogeneous Transformations

Rotation Matrices and Homogeneous Transformations Rotation Matrices and Homogeneous Transformations A coordinate frame in an n-dimensional space is defined by n mutually orthogonal unit vectors. In particular, for a two-dimensional (2D) space, i.e., n

More information

MATH2210 Notebook 1 Fall Semester 2016/2017. 1 MATH2210 Notebook 1 3. 1.1 Solving Systems of Linear Equations... 3

MATH2210 Notebook 1 Fall Semester 2016/2017. 1 MATH2210 Notebook 1 3. 1.1 Solving Systems of Linear Equations... 3 MATH0 Notebook Fall Semester 06/07 prepared by Professor Jenny Baglivo c Copyright 009 07 by Jenny A. Baglivo. All Rights Reserved. Contents MATH0 Notebook 3. Solving Systems of Linear Equations........................

More information

Content. Chapter 4 Functions 61 4.1 Basic concepts on real functions 62. Credits 11

Content. Chapter 4 Functions 61 4.1 Basic concepts on real functions 62. Credits 11 Content Credits 11 Chapter 1 Arithmetic Refresher 13 1.1 Algebra 14 Real Numbers 14 Real Polynomials 19 1.2 Equations in one variable 21 Linear Equations 21 Quadratic Equations 22 1.3 Exercises 28 Chapter

More information

Geometry for Computer Graphics

Geometry for Computer Graphics Computer Graphics and Visualisation Geometry for Computer Graphics Student Notes Developed by F Lin K Wyrwas J Irwin C Lilley W T Hewitt T L J Howard Computer Graphics Unit Manchester Computing Centre

More information

α = u v. In other words, Orthogonal Projection

α = u v. In other words, Orthogonal Projection Orthogonal Projection Given any nonzero vector v, it is possible to decompose an arbitrary vector u into a component that points in the direction of v and one that points in a direction orthogonal to v

More information

521493S Computer Graphics. Exercise 2 & course schedule change

521493S Computer Graphics. Exercise 2 & course schedule change 521493S Computer Graphics Exercise 2 & course schedule change Course Schedule Change Lecture from Wednesday 31th of March is moved to Tuesday 30th of March at 16-18 in TS128 Question 2.1 Given two nonparallel,

More information

Lectures notes on orthogonal matrices (with exercises) 92.222 - Linear Algebra II - Spring 2004 by D. Klain

Lectures notes on orthogonal matrices (with exercises) 92.222 - Linear Algebra II - Spring 2004 by D. Klain Lectures notes on orthogonal matrices (with exercises) 92.222 - Linear Algebra II - Spring 2004 by D. Klain 1. Orthogonal matrices and orthonormal sets An n n real-valued matrix A is said to be an orthogonal

More information

Metrics on SO(3) and Inverse Kinematics

Metrics on SO(3) and Inverse Kinematics Mathematical Foundations of Computer Graphics and Vision Metrics on SO(3) and Inverse Kinematics Luca Ballan Institute of Visual Computing Optimization on Manifolds Descent approach d is a ascent direction

More information

Vector Notation: AB represents the vector from point A to point B on a graph. The vector can be computed by B A.

Vector Notation: AB represents the vector from point A to point B on a graph. The vector can be computed by B A. 1 Linear Transformations Prepared by: Robin Michelle King A transformation of an object is a change in position or dimension (or both) of the object. The resulting object after the transformation is called

More information

Lecture 14: Section 3.3

Lecture 14: Section 3.3 Lecture 14: Section 3.3 Shuanglin Shao October 23, 2013 Definition. Two nonzero vectors u and v in R n are said to be orthogonal (or perpendicular) if u v = 0. We will also agree that the zero vector in

More information

CS3220 Lecture Notes: QR factorization and orthogonal transformations

CS3220 Lecture Notes: QR factorization and orthogonal transformations CS3220 Lecture Notes: QR factorization and orthogonal transformations Steve Marschner Cornell University 11 March 2009 In this lecture I ll talk about orthogonal matrices and their properties, discuss

More information

Lecture 5: Singular Value Decomposition SVD (1)

Lecture 5: Singular Value Decomposition SVD (1) EEM3L1: Numerical and Analytical Techniques Lecture 5: Singular Value Decomposition SVD (1) EE3L1, slide 1, Version 4: 25-Sep-02 Motivation for SVD (1) SVD = Singular Value Decomposition Consider the system

More information

Chapter 6. Orthogonality

Chapter 6. Orthogonality 6.3 Orthogonal Matrices 1 Chapter 6. Orthogonality 6.3 Orthogonal Matrices Definition 6.4. An n n matrix A is orthogonal if A T A = I. Note. We will see that the columns of an orthogonal matrix must be

More information

Realtime 3D Computer Graphics Virtual Reality

Realtime 3D Computer Graphics Virtual Reality Realtime 3D Computer Graphics Virtual Realit Viewing and projection Classical and General Viewing Transformation Pipeline CPU Pol. DL Pixel Per Vertex Texture Raster Frag FB object ee clip normalized device

More information

Lecture L3 - Vectors, Matrices and Coordinate Transformations

Lecture L3 - Vectors, Matrices and Coordinate Transformations S. Widnall 16.07 Dynamics Fall 2009 Lecture notes based on J. Peraire Version 2.0 Lecture L3 - Vectors, Matrices and Coordinate Transformations By using vectors and defining appropriate operations between

More information

Here are some examples of combining elements and the operations used:

Here are some examples of combining elements and the operations used: MATRIX OPERATIONS Summary of article: What is an operation? Addition of two matrices. Multiplication of a Matrix by a scalar. Subtraction of two matrices: two ways to do it. Combinations of Addition, Subtraction,

More information

B4 Computational Geometry

B4 Computational Geometry 3CG 2006 / B4 Computational Geometry David Murray david.murray@eng.o.ac.uk www.robots.o.ac.uk/ dwm/courses/3cg Michaelmas 2006 3CG 2006 2 / Overview Computational geometry is concerned with the derivation

More information

Problem Set 5 Due: In class Thursday, Oct. 18 Late papers will be accepted until 1:00 PM Friday.

Problem Set 5 Due: In class Thursday, Oct. 18 Late papers will be accepted until 1:00 PM Friday. Math 312, Fall 2012 Jerry L. Kazdan Problem Set 5 Due: In class Thursday, Oct. 18 Late papers will be accepted until 1:00 PM Friday. In addition to the problems below, you should also know how to solve

More information

Lecture 7. Matthew T. Mason. Mechanics of Manipulation. Lecture 7. Representing Rotation. Kinematic representation: goals, overview

Lecture 7. Matthew T. Mason. Mechanics of Manipulation. Lecture 7. Representing Rotation. Kinematic representation: goals, overview Matthew T. Mason Mechanics of Manipulation Today s outline Readings, etc. We are starting chapter 3 of the text Lots of stuff online on representing rotations Murray, Li, and Sastry for matrix exponential

More information

x1 x 2 x 3 y 1 y 2 y 3 x 1 y 2 x 2 y 1 0.

x1 x 2 x 3 y 1 y 2 y 3 x 1 y 2 x 2 y 1 0. Cross product 1 Chapter 7 Cross product We are getting ready to study integration in several variables. Until now we have been doing only differential calculus. One outcome of this study will be our ability

More information

CS 4204 Computer Graphics

CS 4204 Computer Graphics CS 4204 Computer Graphics 3D views and projection Adapted from notes by Yong Cao 1 Overview of 3D rendering Modeling: *Define object in local coordinates *Place object in world coordinates (modeling transformation)

More information

3D Viewing. Chapter 7. Projections. 3D clipping. OpenGL viewing functions and clipping planes

3D Viewing. Chapter 7. Projections. 3D clipping. OpenGL viewing functions and clipping planes 3D Viewing Chapter 7 Projections 3D clipping OpenGL viewing functions and clipping planes 1 Projections Parallel Perspective Coordinates are transformed along parallel lines Relative sizes are preserved

More information

Orthogonal Projections

Orthogonal Projections Orthogonal Projections and Reflections (with exercises) by D. Klain Version.. Corrections and comments are welcome! Orthogonal Projections Let X,..., X k be a family of linearly independent (column) vectors

More information

ISOMETRIES OF R n KEITH CONRAD

ISOMETRIES OF R n KEITH CONRAD ISOMETRIES OF R n KEITH CONRAD 1. Introduction An isometry of R n is a function h: R n R n that preserves the distance between vectors: h(v) h(w) = v w for all v and w in R n, where (x 1,..., x n ) = x

More information

[1] Diagonal factorization

[1] Diagonal factorization 8.03 LA.6: Diagonalization and Orthogonal Matrices [ Diagonal factorization [2 Solving systems of first order differential equations [3 Symmetric and Orthonormal Matrices [ Diagonal factorization Recall:

More information

Lecture Notes. Fundamentals of Computer Graphics. Prof. Michael Langer School of Computer Science McGill University

Lecture Notes. Fundamentals of Computer Graphics. Prof. Michael Langer School of Computer Science McGill University COMP 557 Winter 2015 Lecture Notes Fundamentals of Computer Graphics Prof. Michael Langer School of Computer Science McGill University NOTE: These lecture notes are dynamic. The initial version of the

More information

Physics 235 Chapter 1. Chapter 1 Matrices, Vectors, and Vector Calculus

Physics 235 Chapter 1. Chapter 1 Matrices, Vectors, and Vector Calculus Chapter 1 Matrices, Vectors, and Vector Calculus In this chapter, we will focus on the mathematical tools required for the course. The main concepts that will be covered are: Coordinate transformations

More information

5. Orthogonal matrices

5. Orthogonal matrices L Vandenberghe EE133A (Spring 2016) 5 Orthogonal matrices matrices with orthonormal columns orthogonal matrices tall matrices with orthonormal columns complex matrices with orthonormal columns 5-1 Orthonormal

More information

Linear algebra and the geometry of quadratic equations. Similarity transformations and orthogonal matrices

Linear algebra and the geometry of quadratic equations. Similarity transformations and orthogonal matrices MATH 30 Differential Equations Spring 006 Linear algebra and the geometry of quadratic equations Similarity transformations and orthogonal matrices First, some things to recall from linear algebra Two

More information

MATRIX ALGEBRA AND SYSTEMS OF EQUATIONS. + + x 2. x n. a 11 a 12 a 1n b 1 a 21 a 22 a 2n b 2 a 31 a 32 a 3n b 3. a m1 a m2 a mn b m

MATRIX ALGEBRA AND SYSTEMS OF EQUATIONS. + + x 2. x n. a 11 a 12 a 1n b 1 a 21 a 22 a 2n b 2 a 31 a 32 a 3n b 3. a m1 a m2 a mn b m MATRIX ALGEBRA AND SYSTEMS OF EQUATIONS 1. SYSTEMS OF EQUATIONS AND MATRICES 1.1. Representation of a linear system. The general system of m equations in n unknowns can be written a 11 x 1 + a 12 x 2 +

More information

2-View Geometry. Mark Fiala Ryerson University Mark.fiala@ryerson.ca

2-View Geometry. Mark Fiala Ryerson University Mark.fiala@ryerson.ca CRV 2010 Tutorial Day 2-View Geometry Mark Fiala Ryerson University Mark.fiala@ryerson.ca 3-Vectors for image points and lines Mark Fiala 2010 2D Homogeneous Points Add 3 rd number to a 2D point on image

More information

Section 1.1. Introduction to R n

Section 1.1. Introduction to R n The Calculus of Functions of Several Variables Section. Introduction to R n Calculus is the study of functional relationships and how related quantities change with each other. In your first exposure to

More information

Geometric Transformations

Geometric Transformations Geometric Transformations Definitions Def: f is a mapping (function) of a set A into a set B if for every element a of A there exists a unique element b of B that is paired with a; this pairing is denoted

More information

CMSC 425: Lecture 13 Animation for Games: Basics Tuesday, Mar 26, 2013

CMSC 425: Lecture 13 Animation for Games: Basics Tuesday, Mar 26, 2013 CMSC 425: Lecture 13 Animation for Games: Basics Tuesday, Mar 26, 2013 Reading: Chapt 11 of Gregory, Game Engine Architecture. Game Animation: Most computer games revolve around characters that move around

More information

3 Orthogonal Vectors and Matrices

3 Orthogonal Vectors and Matrices 3 Orthogonal Vectors and Matrices The linear algebra portion of this course focuses on three matrix factorizations: QR factorization, singular valued decomposition (SVD), and LU factorization The first

More information

CSE 167: Lecture 13: Bézier Curves. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011

CSE 167: Lecture 13: Bézier Curves. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 CSE 167: Introduction to Computer Graphics Lecture 13: Bézier Curves Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 Announcements Homework project #6 due Friday, Nov 18

More information

x y The matrix form, the vector form, and the augmented matrix form, respectively, for the system of equations are

x y The matrix form, the vector form, and the augmented matrix form, respectively, for the system of equations are Solving Sstems of Linear Equations in Matri Form with rref Learning Goals Determine the solution of a sstem of equations from the augmented matri Determine the reduced row echelon form of the augmented

More information

Monash University Clayton s School of Information Technology CSE3313 Computer Graphics Sample Exam Questions 2007

Monash University Clayton s School of Information Technology CSE3313 Computer Graphics Sample Exam Questions 2007 Monash University Clayton s School of Information Technology CSE3313 Computer Graphics Questions 2007 INSTRUCTIONS: Answer all questions. Spend approximately 1 minute per mark. Question 1 30 Marks Total

More information

Graphing Linear Equations

Graphing Linear Equations Graphing Linear Equations I. Graphing Linear Equations a. The graphs of first degree (linear) equations will always be straight lines. b. Graphs of lines can have Positive Slope Negative Slope Zero slope

More information

Adding vectors We can do arithmetic with vectors. We ll start with vector addition and related operations. Suppose you have two vectors

Adding vectors We can do arithmetic with vectors. We ll start with vector addition and related operations. Suppose you have two vectors 1 Chapter 13. VECTORS IN THREE DIMENSIONAL SPACE Let s begin with some names and notation for things: R is the set (collection) of real numbers. We write x R to mean that x is a real number. A real number

More information

1 of 79 Erik Eberhardt UBC Geological Engineering EOSC 433

1 of 79 Erik Eberhardt UBC Geological Engineering EOSC 433 Stress & Strain: A review xx yz zz zx zy xy xz yx yy xx yy zz 1 of 79 Erik Eberhardt UBC Geological Engineering EOSC 433 Disclaimer before beginning your problem assignment: Pick up and compare any set

More information

Section 1.7 22 Continued

Section 1.7 22 Continued Section 1.5 23 A homogeneous equation is always consistent. TRUE - The trivial solution is always a solution. The equation Ax = 0 gives an explicit descriptions of its solution set. FALSE - The equation

More information

Computing Euler angles from a rotation matrix

Computing Euler angles from a rotation matrix Computing Euler angles from a rotation matrix Gregory G. Slabaugh Abstract This document discusses a simple technique to find all possible Euler angles from a rotation matrix. Determination of Euler angles

More information

11.1. Objectives. Component Form of a Vector. Component Form of a Vector. Component Form of a Vector. Vectors and the Geometry of Space

11.1. Objectives. Component Form of a Vector. Component Form of a Vector. Component Form of a Vector. Vectors and the Geometry of Space 11 Vectors and the Geometry of Space 11.1 Vectors in the Plane Copyright Cengage Learning. All rights reserved. Copyright Cengage Learning. All rights reserved. 2 Objectives! Write the component form of

More information

Solving Systems of Linear Equations

Solving Systems of Linear Equations LECTURE 5 Solving Systems of Linear Equations Recall that we introduced the notion of matrices as a way of standardizing the expression of systems of linear equations In today s lecture I shall show how

More information

MATH 304 Linear Algebra Lecture 18: Rank and nullity of a matrix.

MATH 304 Linear Algebra Lecture 18: Rank and nullity of a matrix. MATH 304 Linear Algebra Lecture 18: Rank and nullity of a matrix. Nullspace Let A = (a ij ) be an m n matrix. Definition. The nullspace of the matrix A, denoted N(A), is the set of all n-dimensional column

More information

Notes on Determinant

Notes on Determinant ENGG2012B Advanced Engineering Mathematics Notes on Determinant Lecturer: Kenneth Shum Lecture 9-18/02/2013 The determinant of a system of linear equations determines whether the solution is unique, without

More information

Understanding Rotations

Understanding Rotations Understanding Rotations Jim Van Verth Senior Engine Programmer, Insomniac Games jim@essentialmath.com Introductions. Name a little misleading, as truly understanding rotations would require a deep understanding

More information

w = COI EYE view direction vector u = w ( 010,, ) cross product with y-axis v = w u up vector

w = COI EYE view direction vector u = w ( 010,, ) cross product with y-axis v = w u up vector . w COI EYE view direction vector u w ( 00,, ) cross product with -ais v w u up vector (EQ ) Computer Animation: Algorithms and Techniques 29 up vector view vector observer center of interest 30 Computer

More information

FURTHER VECTORS (MEI)

FURTHER VECTORS (MEI) Mathematics Revision Guides Further Vectors (MEI) (column notation) Page of MK HOME TUITION Mathematics Revision Guides Level: AS / A Level - MEI OCR MEI: C FURTHER VECTORS (MEI) Version : Date: -9-7 Mathematics

More information

DERIVATIVES AS MATRICES; CHAIN RULE

DERIVATIVES AS MATRICES; CHAIN RULE DERIVATIVES AS MATRICES; CHAIN RULE 1. Derivatives of Real-valued Functions Let s first consider functions f : R 2 R. Recall that if the partial derivatives of f exist at the point (x 0, y 0 ), then we

More information

6. Vectors. 1 2009-2016 Scott Surgent (surgent@asu.edu)

6. Vectors. 1 2009-2016 Scott Surgent (surgent@asu.edu) 6. Vectors For purposes of applications in calculus and physics, a vector has both a direction and a magnitude (length), and is usually represented as an arrow. The start of the arrow is the vector s foot,

More information

Chapter 11 Equilibrium

Chapter 11 Equilibrium 11.1 The First Condition of Equilibrium The first condition of equilibrium deals with the forces that cause possible translations of a body. The simplest way to define the translational equilibrium of

More information

Unified Lecture # 4 Vectors

Unified Lecture # 4 Vectors Fall 2005 Unified Lecture # 4 Vectors These notes were written by J. Peraire as a review of vectors for Dynamics 16.07. They have been adapted for Unified Engineering by R. Radovitzky. References [1] Feynmann,

More information

CIS 536/636 Introduction to Computer Graphics. Kansas State University. CIS 536/636 Introduction to Computer Graphics

CIS 536/636 Introduction to Computer Graphics. Kansas State University. CIS 536/636 Introduction to Computer Graphics 2 Lecture Outline Animation 2 of 3: Rotations, Quaternions Dynamics & Kinematics William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://bit.ly/hgvxlh / http://bit.ly/evizre

More information

Vector Math Computer Graphics Scott D. Anderson

Vector Math Computer Graphics Scott D. Anderson Vector Math Computer Graphics Scott D. Anderson 1 Dot Product The notation v w means the dot product or scalar product or inner product of two vectors, v and w. In abstract mathematics, we can talk about

More information

Solutions to Math 51 First Exam January 29, 2015

Solutions to Math 51 First Exam January 29, 2015 Solutions to Math 5 First Exam January 29, 25. ( points) (a) Complete the following sentence: A set of vectors {v,..., v k } is defined to be linearly dependent if (2 points) there exist c,... c k R, not

More information

ME 115(b): Solution to Homework #1

ME 115(b): Solution to Homework #1 ME 115(b): Solution to Homework #1 Solution to Problem #1: To construct the hybrid Jacobian for a manipulator, you could either construct the body Jacobian, JST b, and then use the body-to-hybrid velocity

More information

Mohr s Circle. Academic Resource Center

Mohr s Circle. Academic Resource Center Mohr s Circle Academic Resource Center Introduction The transformation equations for plane stress can be represented in graphical form by a plot known as Mohr s Circle. This graphical representation is

More information

Lecture 1: Systems of Linear Equations

Lecture 1: Systems of Linear Equations MTH Elementary Matrix Algebra Professor Chao Huang Department of Mathematics and Statistics Wright State University Lecture 1 Systems of Linear Equations ² Systems of two linear equations with two variables

More information

Introduction to Computer Graphics. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012

Introduction to Computer Graphics. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 CSE 167: Introduction to Computer Graphics Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Today Course organization Course overview 2 Course Staff Instructor Jürgen Schulze,

More information

Figure 1.1 Vector A and Vector F

Figure 1.1 Vector A and Vector F CHAPTER I VECTOR QUANTITIES Quantities are anything which can be measured, and stated with number. Quantities in physics are divided into two types; scalar and vector quantities. Scalar quantities have

More information

Lecture 2: Homogeneous Coordinates, Lines and Conics

Lecture 2: Homogeneous Coordinates, Lines and Conics Lecture 2: Homogeneous Coordinates, Lines and Conics 1 Homogeneous Coordinates In Lecture 1 we derived the camera equations λx = P X, (1) where x = (x 1, x 2, 1), X = (X 1, X 2, X 3, 1) and P is a 3 4

More information

MATRIX ALGEBRA AND SYSTEMS OF EQUATIONS

MATRIX ALGEBRA AND SYSTEMS OF EQUATIONS MATRIX ALGEBRA AND SYSTEMS OF EQUATIONS Systems of Equations and Matrices Representation of a linear system The general system of m equations in n unknowns can be written a x + a 2 x 2 + + a n x n b a

More information

Notes on Orthogonal and Symmetric Matrices MENU, Winter 2013

Notes on Orthogonal and Symmetric Matrices MENU, Winter 2013 Notes on Orthogonal and Symmetric Matrices MENU, Winter 201 These notes summarize the main properties and uses of orthogonal and symmetric matrices. We covered quite a bit of material regarding these topics,

More information

Rotation about an arbitrary axis and reflection through an arbitrary plane

Rotation about an arbitrary axis and reflection through an arbitrary plane Annales Mathematicae et Informaticae 40 (2012) pp. 175 186 http://ami.ektf.hu Rotation about an arbitrary axis and reflection through an arbitrary plane Emőd Kovács Department of Information Technology

More information

Chapter 6. Linear Transformation. 6.1 Intro. to Linear Transformation

Chapter 6. Linear Transformation. 6.1 Intro. to Linear Transformation Chapter 6 Linear Transformation 6 Intro to Linear Transformation Homework: Textbook, 6 Ex, 5, 9,, 5,, 7, 9,5, 55, 57, 6(a,b), 6; page 7- In this section, we discuss linear transformations 89 9 CHAPTER

More information

Basic Understandings

Basic Understandings Activity: TEKS: Exploring Transformations Basic understandings. (5) Tools for geometric thinking. Techniques for working with spatial figures and their properties are essential to understanding underlying

More information

1 VECTOR SPACES AND SUBSPACES

1 VECTOR SPACES AND SUBSPACES 1 VECTOR SPACES AND SUBSPACES What is a vector? Many are familiar with the concept of a vector as: Something which has magnitude and direction. an ordered pair or triple. a description for quantities such

More information

VELOCITY, ACCELERATION, FORCE

VELOCITY, ACCELERATION, FORCE VELOCITY, ACCELERATION, FORCE velocity Velocity v is a vector, with units of meters per second ( m s ). Velocity indicates the rate of change of the object s position ( r ); i.e., velocity tells you how

More information

Math 312 Homework 1 Solutions

Math 312 Homework 1 Solutions Math 31 Homework 1 Solutions Last modified: July 15, 01 This homework is due on Thursday, July 1th, 01 at 1:10pm Please turn it in during class, or in my mailbox in the main math office (next to 4W1) Please

More information

1 2 3 1 1 2 x = + x 2 + x 4 1 0 1

1 2 3 1 1 2 x = + x 2 + x 4 1 0 1 (d) If the vector b is the sum of the four columns of A, write down the complete solution to Ax = b. 1 2 3 1 1 2 x = + x 2 + x 4 1 0 0 1 0 1 2. (11 points) This problem finds the curve y = C + D 2 t which

More information

3. Let A and B be two n n orthogonal matrices. Then prove that AB and BA are both orthogonal matrices. Prove a similar result for unitary matrices.

3. Let A and B be two n n orthogonal matrices. Then prove that AB and BA are both orthogonal matrices. Prove a similar result for unitary matrices. Exercise 1 1. Let A be an n n orthogonal matrix. Then prove that (a) the rows of A form an orthonormal basis of R n. (b) the columns of A form an orthonormal basis of R n. (c) for any two vectors x,y R

More information

The Matrix Elements of a 3 3 Orthogonal Matrix Revisited

The Matrix Elements of a 3 3 Orthogonal Matrix Revisited Physics 116A Winter 2011 The Matrix Elements of a 3 3 Orthogonal Matrix Revisited 1. Introduction In a class handout entitled, Three-Dimensional Proper and Improper Rotation Matrices, I provided a derivation

More information

5.3 The Cross Product in R 3

5.3 The Cross Product in R 3 53 The Cross Product in R 3 Definition 531 Let u = [u 1, u 2, u 3 ] and v = [v 1, v 2, v 3 ] Then the vector given by [u 2 v 3 u 3 v 2, u 3 v 1 u 1 v 3, u 1 v 2 u 2 v 1 ] is called the cross product (or

More information

Systems of Linear Equations

Systems of Linear Equations Systems of Linear Equations Beifang Chen Systems of linear equations Linear systems A linear equation in variables x, x,, x n is an equation of the form a x + a x + + a n x n = b, where a, a,, a n and

More information

Eigenvalues and Eigenvectors

Eigenvalues and Eigenvectors Chapter 6 Eigenvalues and Eigenvectors 6. Introduction to Eigenvalues Linear equations Ax D b come from steady state problems. Eigenvalues have their greatest importance in dynamic problems. The solution

More information

Computing Orthonormal Sets in 2D, 3D, and 4D

Computing Orthonormal Sets in 2D, 3D, and 4D Computing Orthonormal Sets in 2D, 3D, and 4D David Eberly Geometric Tools, LLC http://www.geometrictools.com/ Copyright c 1998-2016. All Rights Reserved. Created: March 22, 2010 Last Modified: August 11,

More information

LINEAR ALGEBRA W W L CHEN

LINEAR ALGEBRA W W L CHEN LINEAR ALGEBRA W W L CHEN c W W L Chen, 1997, 2008 This chapter is available free to all individuals, on understanding that it is not to be used for financial gain, and may be downloaded and/or photocopied,

More information

Basic Problem: Map a 3D object to a 2D display surface. Analogy - Taking a snapshot with a camera

Basic Problem: Map a 3D object to a 2D display surface. Analogy - Taking a snapshot with a camera 3D Viewing Basic Problem: Map a 3D object to a 2D display surface Analogy - Taking a snapshot with a camera Synthetic camera virtual camera we can move to any location & orient in any way then create a

More information

Section 1.4. Lines, Planes, and Hyperplanes. The Calculus of Functions of Several Variables

Section 1.4. Lines, Planes, and Hyperplanes. The Calculus of Functions of Several Variables The Calculus of Functions of Several Variables Section 1.4 Lines, Planes, Hyperplanes In this section we will add to our basic geometric understing of R n by studying lines planes. If we do this carefully,

More information

Introduction to Matrices

Introduction to Matrices Introduction to Matrices Tom Davis tomrdavis@earthlinknet 1 Definitions A matrix (plural: matrices) is simply a rectangular array of things For now, we ll assume the things are numbers, but as you go on

More information

13 MATH FACTS 101. 2 a = 1. 7. The elements of a vector have a graphical interpretation, which is particularly easy to see in two or three dimensions.

13 MATH FACTS 101. 2 a = 1. 7. The elements of a vector have a graphical interpretation, which is particularly easy to see in two or three dimensions. 3 MATH FACTS 0 3 MATH FACTS 3. Vectors 3.. Definition We use the overhead arrow to denote a column vector, i.e., a linear segment with a direction. For example, in three-space, we write a vector in terms

More information

Recall that two vectors in are perpendicular or orthogonal provided that their dot

Recall that two vectors in are perpendicular or orthogonal provided that their dot Orthogonal Complements and Projections Recall that two vectors in are perpendicular or orthogonal provided that their dot product vanishes That is, if and only if Example 1 The vectors in are orthogonal

More information

Continued Fractions and the Euclidean Algorithm

Continued Fractions and the Euclidean Algorithm Continued Fractions and the Euclidean Algorithm Lecture notes prepared for MATH 326, Spring 997 Department of Mathematics and Statistics University at Albany William F Hammond Table of Contents Introduction

More information

Determine whether the following lines intersect, are parallel, or skew. L 1 : x = 6t y = 1 + 9t z = 3t. x = 1 + 2s y = 4 3s z = s

Determine whether the following lines intersect, are parallel, or skew. L 1 : x = 6t y = 1 + 9t z = 3t. x = 1 + 2s y = 4 3s z = s Homework Solutions 5/20 10.5.17 Determine whether the following lines intersect, are parallel, or skew. L 1 : L 2 : x = 6t y = 1 + 9t z = 3t x = 1 + 2s y = 4 3s z = s A vector parallel to L 1 is 6, 9,

More information