Vector and Affine Spaces, Frames, and Homogeneous Coordinates
Tom Kelliher, CS 320
Apr. 10, 2009
 
Read Chapter 5.
Animating the color cube.
- Introduction.
 
- Vector spaces, affine spaces, lines.
 
- Affine sums and convex hulls.
 
- The plane and normal vectors.
 
- Coordinate systems and frames.
 
- Homogeneous Coordinates
 
Viewing
Properties of scalars, points, vectors.
Uses in graphics?
- Two entities: scalars, vectors.
 
- Defined operations: scalar-vector multiplication, vector-vector
addition.
Examples.
 
 
- Vector space plus.
 
- Additional object: point.
 
- Additional operation: vector-point addition, yielding a point.
Equivalently, point-point subtraction, yielding a vector.
 
Examples.
 
 
Consider:
where  is an arbitrary point,
 is an arbitrary point,  is an arbitrary vector, and
 is an arbitrary vector, and  is a scalar.
is a scalar.
 is what?
 is what?
What happens when we vary  ?   -- Parametric form of the line.
?   -- Parametric form of the line.
- No point-point addition or scalar-point multiplication.   But...
 
- For a point  , vector , vector , and scalar , and scalar  
 
 But we can find such that: such that:
 
 So:
 
 
 
- If we extend this to  points: points:
 
 where and and then we get the convex
hull of the points. then we get the convex
hull of the points.
 
- The plane can be parametrically defined by a point and two
non-parallel vectors:
 
 or
 
 
 
- Find a normal vector:
 
 So:
 
 
 
- This is another parametric form of the plane.   is normal to that
plane. is normal to that
plane.
 
- Vectors have no positions, although we often think they do.
 
- For transformation purposes, we want to represent a graphical point
as a vector relative to an origin.
 
- A frame is a vector basis and a reference point (origin):
 . .
- Any point can be represented:
   
 
 
 
- Any vector can be represented:
   
 
 
 
 
 
- Ambiguous as to whether an object is a point or a vector.
 
- Transformations are accomplished by changing the basis.  From 
 to to . .
How is this done for scaling and rotation?  Translation? (Everything is
relative to original origin in matrix multiplications.)
 
How does this affect a point in the original frame?
 
 
- Explicitly include the origin in the point/vector representation:
 . .
Change basis to 
  
 
 
- Point, vector representations are different 
 , , . .
 
Thomas P. Kelliher
2009-04-10
Tom Kelliher