: John Vince
: Mathematics for Computer Graphics
: Springer-Verlag
: 9781846282836
: 2
: CHF 32.90
:
: Informatik
: English
: 251
: Wasserzeichen/DRM
: PC/MAC/eReader/Tablet
: PDF
This is a concise and informal introductory book on the mathematical concepts that underpin computer graphics. The author, John Vince, makes the concepts easy to understand, enabling non-experts to come to terms with computer animation work. The book complements the author's other works and is written in the same accessible and easy-to-read style. It is also a useful reference book for programmers working in the field of computer graphics, virtual reality, computer animation, as well as students on digital media courses, and even mathematics courses.
6 Vectors (p. 31)

Vectors are a relatively new arrival to the world of mathematics, dating only from the 19th century. They provide us with some elegant and powerful techniques for computing angles between lines and the orientation of surfaces. They also provide a coherent framework for computing the behaviour of dynamic objects in computer animation and illumination models in rendering. We often employ a single number to represent quantities that we use in our daily lives such as, height, age, shoe size, waist and chest measurements. The magnitude of this number depends on our age and whether we use metric or imperial units. Such quantities are called scalars. In computer graphics scalar quantities include colour, height, width, depth, brightness, number of frames, etc.

On the other hand, there are some things that require more than one number to represent them: wind, force, weight, velocity and sound are just a few examples. These cannot be represented accurately by a single number. For example, any sailor knows that wind has a magnitude and a direction. The force we use to lift an object also has a value and a direction. Similarly, the velocity of a moving object is measured in terms of its speed (e.g. miles per hour) and a direction such as north-west. Sound, too, has intensity and a direction. These quantities are called vectors. In computer graphics, vectors are generally made of two or three numbers, and this is the only type we will consider in this chapter.

Mathematicians such as Caspar Wessel (1745 1818), Jean Argand (1768 1822) and John Warren (1796 1852) were simultaneously exploring complex numbers and their graphical representation. In 1837, Sir William Rowan Hamilton (1788 1856) made his breakthrough with quaternions. In 1853, Hamilton published his book Lectures on Quaternions in which he described terms such as vector, transvector and provector. Hamilton s work was not widely accepted until 1881, when the American mathematician Josiah Gibbs (1839 1903) published his treatise Vector Analysis, describing modern vector analysis.
Contents6
Preface12
1 Mathematics14
1.1 Is Mathematics Difficult?15
1.2 Who should Read this Book?15
1.3 Aims and Objectives of this Book16
1.4 Assumptions Made in this Book16
1.5 How to Use the Book16
2 Numbers18
2.1 Natural Numbers18
2.2 Prime Numbers19
2.3 Integers19
2.4 Rational Numbers19
2.5 Irrational Numbers19
2.6 Real Numbers20
2.7 The Number Line20
2.8 Complex Numbers20
2.9 Summary22
3 Algebra23
3.1 Notation23
3.2 Algebraic Laws24
3.3 Solving the Roots of a Quadratic Equation26
3.4 Indices27
3.5 Logarithms27
3.6 Further Notation28
3.7 Summary28
4 Trigonometry29
4.1 The Trigonometric Ratios30
4.2 Example30
4.3 Inverse Trigonometric Ratios31
4.4 Trigonometric Relationships31
4.5 The Sine Rule32
4.6 The Cosine Rule32
4.7 Compound Angles32
4.8 Perimeter Relationships33
4.9 Summary34
5 Cartesian Coordinates35
5.1 The Cartesian xy-plane35
5.2 3D Coordinates40
5.3 Summary41
6 Vectors42
6.1 2D Vectors43
6.2 3D Vectors45
6.3 Deriving a Unit Normal Vector for a Triangle58
6.4 Areas59
6.5 Summary60
7 Transformation61
7.1 2D Transformations61
7.2 Matrices63
7.3 Homogeneous Coordinates67
7.4 3D Transformations76
7.5 Change of Axes83
7.6 Direction Cosines85
7.7 Rotating a Point about an Arbitrary Axis93
7.8 Transforming Vectors108
7.9 Determinants109
7.10 Perspective Projection113
7.11 Summary115
8 Interpolation116
8.1 Linear Interpolant116
8.2 Non-Linear Interpolation119
8.3 Interpolating Vectors125
8.4 Interpolating Quaternions128
8.5 Summary130
9 Curves and Patches131
9.1 The Circle131
9.2 The Ellipse132
9.3 Bézier Curves133
9.4 A recursive Bézier Formula141
9.5 Bézier Curves Using Matrices141
9.6 B-Splines145
9.7 Surface Patches149
9.8 Summary154
10 Analytic Geometry155
10.1 Review of Geometry155
10.2 2D Analytical Geometry164
10.3 Intersection Points169
10.4 Point Inside a Triangle172
10.5 Intersection of a Circle with a Straight Line176
10.6 3D Geometry177
10.7 Equation of a Plane181
10.8 Intersecting Planes189
10.9 Summary199
11 Barycentric Coordinates200
11.1 Ceva s Theorem200
11.2 Ratios and Proportion202
11.3 Mass Points203
11.4 Linear Interpolation209
11.5 Convex Hull Property215
11.6 Areas216
11.7 Volumes224
11.8 Bézier Curves and Patches227
11.9 Summary228
12 Worked Examples229
12.1 Calculate the Area of a Regular Polygon229
12.2 Calculate the Area of any Polygon230
12.3 Calculate the Dihedral Angle of a Dodecahedron230
12.4 Vector Normal to a Triangle232
12.5 Area of a Triangle using Vectors233
12.6 General Form of the Line Equation from Two Points233
12.7 Calculate the Angle between Two Straight Lines234
12.8 Test If Three Points Lie On a Straight Line235
12.9 Find the Position and Distance of the Nearest Point on a Line to a Point236
12.10 Position of a Point Re.ected in a Line238
12.11 Calculate the Intersection of a Line and a Sphere240
12.12 Calculate if a Sphere Touches a Plane244
12.13 Summary245
13 Conclusion246
References247
Index248