��� Chapter II�Mathematics: Basics
All class materials including this PowerPoint file are available at
https://github.com/medialab-ku/openGLESbook
Introduction to Computer Graphics with OpenGL ES (J. Han)
Matrices and Vectors
2-2
Introduction to Computer Graphics with OpenGL ES (J. Han)
Matrices and Vectors (cont’d)
2-3
(AB)T = BTAT
Introduction to Computer Graphics with OpenGL ES (J. Han)
Matrices and Vectors (cont’d)
2-4
Introduction to Computer Graphics with OpenGL ES (J. Han)
Matrices and Vectors (cont’d)
2-5
Introduction to Computer Graphics with OpenGL ES (J. Han)
Coordinate System and Basis
2-6
standard
(orthonormal)
non-standard
non-orthonormal
non-standard
orthonormal
Introduction to Computer Graphics with OpenGL ES (J. Han)
Coordinate System and Basis (cont’d)
2-7
Introduction to Computer Graphics with OpenGL ES (J. Han)
Dot Product
2-8
Introduction to Computer Graphics with OpenGL ES (J. Han)
Dot Product (cont’d)
2-9
Introduction to Computer Graphics with OpenGL ES (J. Han)
Cross Product
2-10
Introduction to Computer Graphics with OpenGL ES (J. Han)
Cross Product (cont’d)
2-11
Introduction to Computer Graphics with OpenGL ES (J. Han)
Line, Ray and Line Segment
2-12
Introduction to Computer Graphics with OpenGL ES (J. Han)
Linear Interpolation
2-13
Introduction to Computer Graphics with OpenGL ES (J. Han)
Linear Interpolation (cont’d)
2-14
c0 = (255, 0, 0)
🡨 c1 = (0, 0, 255)
🡨
Introduction to Computer Graphics with OpenGL ES (J. Han)
Barycentric Coordinates
2-15
p
u
v
w
Introduction to Computer Graphics with OpenGL ES (J. Han)
Barycentric Coordinates (cont’d)
2-16
u
v
w
u
v
w
u
v
w
v
w
p
u
v
w
p
p
p
p
Introduction to Computer Graphics with OpenGL ES (J. Han)
Barycentric Coordinates (cont’d)
2-17
p
u
v
w
p
u
v
w
Introduction to Computer Graphics with OpenGL ES (J. Han)