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This course offers a comprehensive introduction to computer graphics, covering a wide range of essential topics. Led by David Luebke, it explores foundational mathematical concepts such as 2D and 3D geometry, trigonometry, and vector spaces relevant to graphics programming. Students will learn to use OpenGL and XForms for building graphical user interfaces and rendering 3D scenes. The curriculum includes practical assignments, office hours support, and optional UNIX sessions to enhance learning and skill development in computer graphics.
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CS 551 / 645: Introductory Computer Graphics David Luebke cs551@cs.virginia.edu http://www.cs.virginia.edu/~cs551 David Luebke 11/15/2014
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 11/15/2014
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 11/15/2014
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 11/15/2014
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 11/15/2014
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: • 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 David Luebke 11/15/2014
Trigonometry • Sine: “opposite over hypotenuse” • Cosine: “adjacent over hypotenuse” • Tangent: “opposite over adjacent” • Unit circle definitions: • sin () = x • cos () = y • tan () = x/y • Etc… (x, y) David Luebke 11/15/2014
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 11/15/2014
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 0v + 0 = v • Inverse -v + (-v) = 0 • Scalar multiplication: • Distributive rule: a(u + v) = a(u) + a(v) (a + b)u = au + bu David Luebke 11/15/2014
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 11/15/2014
u+v y v u x 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”: David Luebke 11/15/2014
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 11/15/2014
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 11/15/2014
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: Q - P = v • Result is a vector pointing fromPtoQ • Vector-point addition: P + v = Q • Result is a new point • Note that the addition of two points is not defined Q v P David Luebke 11/15/2014
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 11/15/2014
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 0aproduces a ray • Setting d to P - Q and restricting 0a 1 produces a line segment between P and Q David Luebke 11/15/2014
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 11/15/2014
Cross Product • The cross product or vector product of two vectors is a vector: • The cross product of two vectors is orthogonal to both • Right-hand rule dictates direction of cross product David Luebke 11/15/2014
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 11/15/2014
Matrices • By convention, matrix elementMrc is located at row r and column c: • By (OpenGL) convention, vectors are columns: David Luebke 11/15/2014
Matrices • Matrix-vector multiplication applies a linear transformation to a vector: • Recall how to do matrix multiplication David Luebke 11/15/2014
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 matrixI has no effect in multiplication • Some (not all) matrices have an inverse: David Luebke 11/15/2014
The End • Next: drawing lines on a raster display • Reading: FvD 3.2 David Luebke 11/15/2014