Linear Algebra Application: Computer Graphics
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Transcript Linear Algebra Application: Computer Graphics
By: Gabrien Clark
Math 2700.002
May 5th, 2010
Introduction
In the simplest sense
computer graphics are images
viewable on a computer
screen. The images are
generated using computers
and likewise, are manipulated
by computers. Underlying the
representation of the images
on the computer screen is the
mathematics of Linear
Algebra.
2-Dimensional Graphics
Examples of computer graphics are those of which belong
to 2 dimensions. Common 2D graphics include text. For
example the vertices of the letter H can be represented by
the following data matrix D:
3-Dimensional Graphics
3-Dimensional graphics live in R3 versus 2-Dimensional graphics which
live in R2. 3-Dimensional graphics have a vast deal more applications in
comparison to 2-Dimensional graphics, and are, likewise, more
complicated. We will now work with the variable Z, in addition to X
and Y, to fully represent coordinates on the X, Y, and Z axes, or simply
space. For example we can represent a cube with the following data
matrix D:
Homogeneous Coordinates
Homogeneous coordinates are a system of coordinates
used in projective geometry.
They have the advantage that the coordinates of a
point, even those at infinity, can be represented using
finite coordinates. Often formulas involving
homogeneous coordinates are simpler and more
symmetric than their Cartesian counterparts.
Homogeneous Coordinates cont.
Each point (x, y) that lives in R2 has homogeneous
coordinates (x, y, 1)
Each point (x, y, z) that lives in R3 has homogeneous
coordinates (x, y, z, 1)
(X, Y, H) are homogeneous coordinates for (x, y) and
(X, Y, Z, H) are coordinates for (x, y, z)
So:
Basic Transformations
Scaling
Translation
Rotation
Scaling
A point P with coordinates (x, y, z) is moved to a new
point P’ with coordinates (x’, y’, x’) which, in turn, is
equivalent to (C1x, C2y, C3z) where the Ci’s are scalars.
What we end up seeing is either an enlargement or
diminishment of the original image.
Scaling in 2-Dimensions
The scaling transformation is given by the matrix
S=
The transformation is given by the multiplication of
the matrices S and A:
=
=
Scaling in 3-Dimensions
In 3-Dimensions, scaling moves the coordinates (X,Y,Z) to new
coordinates (C1, C2, C3) where the Ci’s are scalars. Scaling in 3Dimensions is exactly like scaling in 2-Dimensions, except that the
scaling occurs along 3 axes, rather than 2.
Note that if we view strictly from the XY-plane the scaling in the Zdirection can not be seen, if we view strictly from the XZ-plane the
scaling in the Y-direction can not be seen, and if we view strictly from
the YZ-plane then the scaling in the X-direction can not be seen.
XZ-plane
XY-plane
YZ-plane
Scaling in 3-Dimensions cont.
The scaling transformation is given by the matrix
S=
The transformation is given by the multiplication of
the matrices S and A:
=
=
Translation
Translation is moving every point a constant distance
in a specified direction.
The origin of the coordinate system is moved to
another position but the direction of each axis remains
the same. (There is no rotation or reflection.)
Translation in 2-Dimensions
Mathematically speaking translation in 2-Dimensons is
represented by:
Where e1 and e2 are the first two columns of the Identity
Matrix, and X0 and Y0 are the coordinates of the translation
vector T.
Translation in 3-Dimensions
Mathematically speaking we can represent the 3-
Dimensional translation transformation with:
Where e1, e2, and e3 are the first three columns of
the Identity Matrix, and X0,Y0, & Z0 are the
coordinates of the translation vector T.
Rotation
A more complex transformation, rotation changes the
orientation of the image about some axis.
The coordinate axes are rotated by a fixed angle θ
about the origin.
The post-rotational coordinates of an image can be
obtained by multiplying the rotation matrix by the
data matrix containing the original coordinates of the
image.
Rotation in 2-Dimensions
Counter-Clockwise Rotation Matrix:
Clockwise Rotation Matrix:
Rotation in 3-Dimensions
Rotation about the x-axis:
Rotation about the y-axis:
Rotation about the z-axis:
Composite Transformations
The movement of images on a computer screen require
two or more basic transformations, such as scaling,
translating, and rotating.
The mathematics responsible for this movement
corresponds to matrix multiplication of the
transformation matrices and the data matrix of the
homogeneous coordinates.
Works Cited
Lay, David C. Linear Algebra and Its Applications. Boston: AddisonWesley,
2003. Print.
Anton, Howard. Elementary Linear Algebra. New York: John Wiley, 1994.
657-65. Print.
Wikipedia contributors. "Computer graphics." Wikipedia, The Free
Encyclopedia.
Wikipedia, The Free Encyclopedia, 3 May. 2010. Web. 4 May.
2010.
Wikipedia contributors. "Rotation matrix." Wikipedia, The Free Encyclopedia.
Wikipedia, The Free Encyclopedia, 2 May. 2010. Web. 4 May. 2010.
Jordon, H. Rep. Web. Apr.-May 2010.
http://math.illinoisstate.edu/akmanf/newwebsite/linearalgebra/computergrap
hics.pdf.
Wikipedia contributors. "Homogeneous coordinates." Wikipedia, The Free
Encyclopedia. Wikipedia, The Free Encyclopedia, 5 May. 2010. Web. 5 May.
2010.
Works Cited cont.
http://www.swagelok.com/images/cmi/imageLibrary/CAD
%20image.jpg
http://primaryvisualcortex.files.wordpress.com/2008/10/n
ecker_cube.png
http://wordnetweb.princeton.edu/perl/webwn?s=translati
on
http://www.art.unt.edu/ntieva/pages/about/newsletters/v
ol_14/no_1/TranslationLG.jpg
http://wordnetweb.princeton.edu/perl/webwn?s=rotation
http://homepages.inf.ed.ac.uk/rbf/HIPR2/rotateb.gif