Poster
Poster
Adib Farhan
ID : 200041203
Department of Computer Science and Engineering,
Islamic University of Technology, Gazipur
We can do it by multiplying the vectors which represent the It is to be noted that we used three different rotation matrix for
Abstract vertices of the object by the Rotation matrix R. So,
overall rotation of the object. However, we can always multiply
cos(θ) −sin(θ) x
xcos(θ) − ysin(θ)
them to get a single NOT LOOKING NICE matrix.
Computer graphics, production of images on computers for use Rv = =
x
y
x
Figure 2: Mass spring system.[2]
y ∈ R3. The coordinates of the point in R3 are the homoge-
visualization, a discipline that uses images and colours to model Here, the cloth is divided into n × m masses. Newton’s 2nd
1
complex phenomena such as air currents and electric fields, and neous coordinates for the point in R2. The extra component law applied to that n × m array of point masses, where each
to computer-aided engineering and design, in which objects are gives us a constant that we can scale and add to the other co- mass is connected to its eight nearest neighbours through lin-
drawn and analyzed in computer programs. [1] One of the great- ordinates, as needed, via matrix multiplication. So, our trans- ear springs and dashpot dampers [3]. The system of equations
est tool in computer graphics is matrix and its manipulation. lation matrix for moving the vector dx and dy along the x-axis is solved using the explicit Beeman integration algorithm. The
and the y-axis respectively would be, simulation is fully interactive, each mass can be picked and
Linear Transformations
pulled around.
1 0 dx
T = 0 1 dy
Scaling
00 1
1 0 dx x
x + dx
Tv = 0 1 dy y = y + dy
α 0
S=
00 1 1 1
0 β y βy y
Just add one more coordinate/axis! To implement the motion, rotation, scaling and shear of the
clothe in mass spring system, the matrices, discussed earlier,
Rotation So, without any further derivations, we can write the matrices are extesively used.
Like scaling matrices, we can also have matrices that can ro- for 3D transformations as follows, Other usage of linear algebra in graphics are Hair Simulation,
tate the vectors around the origin. For example, the follow- Particle Simulation, Convolution etc.
For Scaling and Translation,
ing matrix can rotate any vector around the origin by θ angle
counter-clockwise.
α
0 0 0
10
0 dx
0 β 0 0 01 0 dy
cos(θ) −sin(θ)
S=
,T =
R=
0 0 γ 0 00 1 dz
sin(θ) cos(θ)
0
0 0 1
00
0 1
Consider the following object. We want to rotate it around the Rotation around x-, y-, z- axis couterclockwise and looking
origin by θ counter-clockwise. towards the origin, respectively,
1 0
0 0
0 cos(θ) −sin(θ) 0
0 sin(θ) cos(α) 0
0 0
0 1
References
cos(ψ)
0 sin(ψ) 0
[1] https://www.britannica.com/topic/computer-graphics
0 1 0 0
Ry(ψ) =
[2] https://www.cs.bu.edu/fac/snyder/cs132-book/
−sin(ψ) 0 cos(ψ) 0
L13ComputerGraphics-Spring2021.html
0
0 0 1
[3] A dashpot damper is a mechanical device that resists mo-
cos(ϕ) −sin(ϕ) 0 0
sin(ϕ) cos(ϕ) 0 0
Rz(ϕ) =
[4] https://www.youtube.com/watch?v=ib1vmRDs8Vw
0 0 10
[5] https://www.nvidia.com/en-us/glossary/data-science/
convolutional-neural-network/