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@ -15,7 +15,7 @@ author: |
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\newcommand{\now}[1]{\textcolor{blue}{#1}}
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\newcommand{\now}[1]{\textcolor{blue}{#1}}
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\newcommand{\todo}[0]{\textcolor{red}{\textbf{TODO}}}
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\newcommand{\todo}[0]{\textcolor{red}{\textbf{TODO}}}
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[ 2 3 8 9 ]
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[ 3 8 9 ]
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## Reflection and Refraction
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## Reflection and Refraction
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@ -95,11 +95,11 @@ author: |
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$\frac{v_1}{\|v_1\|_2}$ as our unit vector for $v_5$.
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$\frac{v_1}{\|v_1\|_2}$ as our unit vector for $v_5$.
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\begin{align}
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\begin{align}
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v_4 &= (s - p) + \tan \theta_t \times \|s - p\|_2 \times \frac{v_1}{\|v_1\|_2} \\
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v_4 &= (s - p) + \tan \theta_t \times \|s - p\|\_2 \times \frac{v_1}{\|v_1\|\_2} \\
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v_4 &= (\r{ (2, 2, 10) - (1, 4, 8) }) + \tan \theta_t \times \|s - p\|_2 \times \frac{v_1}{\|v_1\|_2} \\
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v_4 &= (\r{ (2, 2, 10) - (1, 4, 8) }) + \tan \theta_t \times \|s - p\|\_2 \times \frac{v_1}{\|v_1\|\_2} \\
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v_4 &= \r{ (1, -2, 2) } + \tan \theta_t \times \|\r{(1, -2, 2)}\|_2 \times \frac{v_1}{\|v_1\|_2} \\
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v_4 &= \r{ (1, -2, 2) } + \tan \theta_t \times \|\r{(1, -2, 2)}\|\_2 \times \frac{v_1}{\|v_1\|\_2} \\
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v_4 &= (1, -2, 2) + \tan \theta_t \times \r{3} \times \frac{v_1}{\|v_1\|_2} \\
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v_4 &= (1, -2, 2) + \tan \theta_t \times \r{3} \times \frac{v_1}{\|v_1\|\_2} \\
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v_4 &= (1, -2, 2) + \tan \theta_t \times 3 \times \frac{\r{(0, 6, 6)}}{\|\r{(0, 6, 6)}\|_2} \\
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v_4 &= (1, -2, 2) + \tan \theta_t \times 3 \times \frac{\r{(0, 6, 6)}}{\|\r{(0, 6, 6)}\|\_2} \\
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v_4 &= (1, -2, 2) + \tan \theta_t \times 3 \times \r{\left(0, \frac{\sqrt{2}}{2}, \frac{\sqrt{2}}{2}\right)} \\
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v_4 &= (1, -2, 2) + \tan \theta_t \times 3 \times \r{\left(0, \frac{\sqrt{2}}{2}, \frac{\sqrt{2}}{2}\right)} \\
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v_4 &= (1, -2, 2) + \tan \theta_t \times \left(0, \r{\frac{3}{2}\sqrt{2}}, \r{\frac{3}{2}\sqrt{2}} \right) \\
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v_4 &= (1, -2, 2) + \tan \theta_t \times \left(0, \r{\frac{3}{2}\sqrt{2}}, \r{\frac{3}{2}\sqrt{2}} \right) \\
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v_4 &= (1, -2, 2) + \r{\frac{4}{7}\sqrt{2}} \times \left(0, \frac{3}{2}\sqrt{2}, \frac{3}{2}\sqrt{2} \right) \\
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v_4 &= (1, -2, 2) + \r{\frac{4}{7}\sqrt{2}} \times \left(0, \frac{3}{2}\sqrt{2}, \frac{3}{2}\sqrt{2} \right) \\
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@ -120,46 +120,59 @@ author: |
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at the location $p = (4, 4, 7)$, with a direction of flight $w = (2, 1, -2)$
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at the location $p = (4, 4, 7)$, with a direction of flight $w = (2, 1, -2)$
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and the wings aligned with the direction $d = (-2, 2, -1)$.}
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and the wings aligned with the direction $d = (-2, 2, -1)$.}
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The order we want is (1) do all the rotations, and then (2) translate to the
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There's 2 discrete transformations going on here:
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spot we want. The rotation is done in multiple steps:
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- First we want to make sure the nose of the plane points in the correct
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- First, we must rotate the plane. Since we are given orthogonal directions
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direction in the $xz$ plane (rotating around the $y$ axis). The desired
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for the flight and wings, we can just come up with another vector for the
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resulting direction is $(2, y, -2)$, so that means for a nose currently facing
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tail direction by doing:
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the $+z$ direction which is $(0, y, 1)$, we want to rotate around by around
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$-\frac{3}{4}\pi$. The transformation matrix is:
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$y' = (2, 1, -2) \times (-2, 2, -1) = (1, 2, 2)$
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Now we can construct a 3D rotation matrix:
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$$
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$$
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M_1 = \begin{bmatrix}
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R =
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1 & 0 & 0 & 0 \\
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\begin{bmatrix}
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0 & 1 & 0 & 0 \\
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d_x & y_x & w_x & 0 \\
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0 & 0 & 1 & 0 \\
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d_y & y_y & w_y & 0 \\
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0 & 0 & 0 & 1 \\
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d_z & y_z & w_z & 0 \\
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0 & 0 & 0 & 1
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\end{bmatrix}
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=
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\begin{bmatrix}
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-2 & 1 & 2 & 0 \\
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2 & 2 & 1 & 0 \\
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-1 & 2 & -2 & 0 \\
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0 & 0 & 0 & 1
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\end{bmatrix}
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\end{bmatrix}
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$$
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$$
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- Then we want to rotate the plane vertically, so it's pointing in the right
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- Now we just need to translate this to the position (4, 4, 7). This is easy
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direction.
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with:
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$$
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T =
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\begin{bmatrix}
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1 & 0 & 0 & 4 \\
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0 & 1 & 0 & 4 \\
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0 & 0 & 1 & 7 \\
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0 & 0 & 0 & 1 \\
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\end{bmatrix}
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$$
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We can just compose these two matrices together (by doing the rotation first,
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then translating!)
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$$
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$$
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TR =
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\begin{bmatrix}
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\begin{bmatrix}
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1 & 0 & 0 & x \\
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-2 & 1 & 2 & 4 \\
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0 & 1 & 0 & y \\
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2 & 2 & 1 & 4 \\
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0 & 0 & 1 & z \\
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-1 & 2 & -2 & 7 \\
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0 & 0 & 0 & 1 \\
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0 & 0 & 0 & 1
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\end{bmatrix}
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=
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\begin{bmatrix}
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1 & 0 & 0 & 4 \\
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0 & 1 & 0 & 4 \\
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0 & 0 & 1 & 7 \\
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0 & 0 & 0 & 1 \\
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\end{bmatrix}
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\end{bmatrix}
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$$
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$$
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Since the direction of flight was originally $(0, 0, 1)$, we have to
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transform it to $(2, 1, -2)$.
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3. \c{Consider the earth model shown below, which is defined in object
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3. \c{Consider the earth model shown below, which is defined in object
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coordinates with its center at $(0, 0, 0)$, the vertical axis through the
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coordinates with its center at $(0, 0, 0)$, the vertical axis through the
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north pole aligned with the direction $(0, 1, 0)$, and a horizontal plane
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north pole aligned with the direction $(0, 1, 0)$, and a horizontal plane
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@ -680,70 +693,222 @@ author: |
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a. \c{(2 points) What are the entries in $P$?}
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a. \c{(2 points) What are the entries in $P$?}
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The left / right values are found by using the tangent of the field-of-view
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In this case:
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triangle: $\tan(60^\circ) = \frac{\textrm{right}}{0.5}$, so $\textrm{right} =
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\tan(60^\circ) \times 0.5 = \boxed{\frac{\sqrt{3}}{2}}$. The same goes for the
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- near = 0.5
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vertical, which also yields $\frac{\sqrt{3}}{2}$.
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- far = 20
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- left = bottom = $-\tan 30^\circ \times 0.5 = -\frac{\sqrt{3}}{6}$
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- right = top = $\tan 30^\circ \times 0.5 = \frac{\sqrt{3}}{6}$
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- right - left = top - bottom = $\frac{\sqrt{3}}{3} = \frac{1}{\sqrt{3}}$
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$$
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$$
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\begin{bmatrix}
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\begin{bmatrix}
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\frac{2\times near}{right - left} & 0 & \frac{right + left}{right - left} & 0 \\
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\frac{2\cdot near}{right-left} & 0 & \frac{right+left}{right-left} & 0 \\
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0 & \frac{2\times near}{top - bottom} & \frac{top + bottom}{top - bottom} & 0 \\
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0 & \frac{2\cdot near}{top-bottom} & \frac{top+bottom}{top-bottom} & 0 \\
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0 & 0 & -\frac{far + near}{far - near} & -\frac{2\times far\times near}{far - near} \\
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0 & 0 & -\frac{far+near}{far-near} & -\frac{2\cdot far\cdot near}{far-near} \\
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0 & 0 & -1 & 0
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0 & 0 & -1 & 0 \\
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\end{bmatrix}
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=
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\begin{bmatrix}
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\sqrt{3} & 0 & 0 & 0 \\
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0 & \sqrt{3} & 0 & 0 \\
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0 & 0 & -\frac{20.5}{19.5} & \frac{-20}{19.5} \\
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0 & 0 & -1 & 0 \\
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\end{bmatrix}
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\end{bmatrix}
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$$
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$$
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$$
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= \begin{bmatrix}
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\frac{2\times 0.5}{\frac{\sqrt{3}}{2} - (-\frac{\sqrt{3}}{2})} & 0 & \frac{\frac{\sqrt{3}}{2} + (-\frac{\sqrt{3}}{2})}{\frac{\sqrt{3}}{2} - (-\frac{\sqrt{3}}{2})} & 0 \\
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0 & \frac{2\times 0.5}{\frac{\sqrt{3}}{2} - (-\frac{\sqrt{3}}{2})} & \frac{\frac{\sqrt{3}}{2} + (-\frac{\sqrt{3}}{2})}{\frac{\sqrt{3}}{2} - (-\frac{\sqrt{3}}{2})} & 0 \\
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0 & 0 & -\frac{20 + 0.5}{20 - 0.5} & -\frac{2\times 20\times 0.5}{20 - 0.5} \\
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0 & 0 & -1 & 0
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\end{bmatrix}
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$$
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$$
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= \boxed{\begin{bmatrix}
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\frac{1}{\sqrt{3}} & 0 & 0 & 0 \\
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0 & \frac{1}{\sqrt{3}} & 0 & 0 \\
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0 & 0 & -\frac{41}{39} & -\frac{40}{39} \\
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0 & 0 & -1 & 0
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\end{bmatrix}}
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$$
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\todo the numbers are wrong lmao
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b. \c{(3 points) How should be matrix $P$ be re-defined if the viewing window
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b. \c{(3 points) How should be matrix $P$ be re-defined if the viewing window
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is re-sized to be twice as tall as it is wide?}
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is re-sized to be twice as tall as it is wide?}
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Only the second row changes, since it is the only thing that references
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bottom or top. top + bottom is still 0, so the non-diagonal cell doesn't
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change, so only top - bottom gets doubled. The result is:
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$$
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\begin{bmatrix}
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\sqrt{3} & 0 & 0 & 0 \\
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0 & \r{2}\sqrt{3} & 0 & 0 \\
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0 & 0 & -\frac{20.5}{19.5} & \frac{-20}{19.5} \\
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0 & 0 & -1 & 0 \\
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\end{bmatrix}
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$$
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c. \c{(3 points) What are the new horizontal and vertical fields of view
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c. \c{(3 points) What are the new horizontal and vertical fields of view
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after this change has been made?}
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after this change has been made?}
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The horizontal one doesn't change, so only the vertical one does. Since the
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height has increased relative to the near value, the FOV increases to
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$120^\circ$.
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\c{When the viewing frustum is known to be symmetric, we will have $left =
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-right$ and $bottom = -top$. In that case, an alternative definition can be
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used for the perspective projection matrix where instead of defining
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parameters left, right, top, bottom, the programmer instead specifies a
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vertical field of view angle and the aspect ratio of the viewing frustum.}
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d. \c{(1 point) What are the entries in $P_{alt}$ when the viewing frustum is
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defined by: a near clipping plane located 0.5 units in front of the camera, a
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far clipping plane located 20 units from the front of the camera, a
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$60^\circ$ vertical field of view, and a square aspect ratio?}
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Using a 1:1 aspect ratio (since the field of views are the same)
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- $\cot(30^\circ) = \sqrt{3}$
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$$
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\begin{bmatrix}
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\cot \left( \frac{\theta_v}{2} \right) & 0 & 0 & 0 \\
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0 & \cot \left( \frac{\theta_v}{2} \right) & 0 & 0 \\
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0 & 0 & -\frac{far + near}{far - near} & \frac{-2 \cdot far \cdot near}{far - near} \\
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0 & 0 & -1 & 0 \\
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\end{bmatrix}
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=
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\begin{bmatrix}
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\sqrt{3} & 0 & 0 & 0 \\
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0 & \sqrt{3} & 0 & 0 \\
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0 & 0 & -\frac{20.5}{19.5} & \frac{-20}{19.5} \\
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0 & 0 & -1 & 0 \\
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\end{bmatrix}
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$$
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e. \c{(1 points) Suppose the viewing window is re-sized to be twice as wide as
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it is tall. How might you re-define the entries in $P_{alt}$?}
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This means the aspect ratio is $\frac{1}{2}$, and the aspect ratio is applied
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to the first entry in the matrix.
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$$
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\begin{bmatrix}
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\r{2}\sqrt{3} & 0 & 0 & 0 \\
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0 & \sqrt{3} & 0 & 0 \\
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0 & 0 & -\frac{20.5}{19.5} & \frac{-20}{19.5} \\
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0 & 0 & -1 & 0 \\
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\end{bmatrix}
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$$
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f. \c{(2 points) What would the new horizontal and vertical fields of view be
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after this change has been made? How would the image contents differ from
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when the window was square?}
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The horizontal FOV has doubled, so it goes to $120^\circ$, but the vertical
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doesn't change.
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g. \c{(1 points) Suppose the viewing window is re-sized to be twice as tall
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as it is wide. How might you re-define the entries in $P_{alt}$?}
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$$
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\begin{bmatrix}
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\r{\frac{1}{2}}\sqrt{3} & 0 & 0 & 0 \\
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0 & \sqrt{3} & 0 & 0 \\
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0 & 0 & -\frac{20.5}{19.5} & \frac{-20}{19.5} \\
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0 & 0 & -1 & 0 \\
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\end{bmatrix}
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$$
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So in this case, the $\theta_v$ would be changed, and then we scale the
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$\theta_h$ part using the aspect ratio so it stays consistent.
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h. \c{(2 points) What would the new horizontal and vertical fields of view be
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after this change has been made? How would the image contents differ from
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when the window was square?}
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Since the horizontal field of view hasn't changed, it remains $60^\circ$. But
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the vertical field of view has doubled, which makes it $120^\circ$. More of
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the vertical view would be available than if it was just in a square.
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i. \c{(1 points) Suppose you wanted the user to be able to see more of the
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scene in the vertical direction as the window is made taller. How would you
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need to adjust $P_{alt}$ to achieve that result?}
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As long as the FOV is increased, more of the scene is available. If for
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example, when we changed the height of the window above, the _horizontal_
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field of view changed, then we would've _reduced_ the amount of visibility in
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the scene.
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## Clipping
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## Clipping
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9. \c{Consider the triangle whose vertex positions, after the viewport
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9. \c{Consider the triangle whose vertex positions, after the viewport
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transformation, lie in the centers of the pixels: $p_0 = (3, 3), p_1 = (9,
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transformation, lie in the centers of the pixels: $p_0 = (3, 3), p_1 = (9,
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5), p_2 = (11, 11)$.}
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5), p_2 = (11, 11)$.}
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Starting at $p_0$, the three vectors are:
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- $v_0 = p_1 - p_0 = (9 - 3, 5 - 3) = (6, 2)$
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- $v_1 = p_2 - p_1 = (11 - 9, 11 - 5) = (2, 6)$
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- $v_2 = p_0 - p_2 = (3 - 11, 3 - 11) = (-8, -8)$
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The first edge vector $e$ would be $(6, 2)$, and the edge normal would be
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that rotated by $90^\circ$.
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a. \c{(6 points) Define the edge equations and tests that would be applied,
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a. \c{(6 points) Define the edge equations and tests that would be applied,
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during the rasterization process, to each pixel $(x, y)$ within the bounding
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during the rasterization process, to each pixel $(x, y)$ within the bounding
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rectangle $3 \le x \le 11, 3 \le y \le 11$ to determine if that pixel is
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rectangle $3 \le x \le 11, 3 \le y \le 11$ to determine if that pixel is
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inside the triangle or not.}
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inside the triangle or not.}
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So for each edge, we have to test if the point is on the inside half of the
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line that divides the plane. Here are the (a, b, c) values for each of the
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edges:
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- Edge 1: (-2, 6, -12)
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- Edge 2: (-6, 2, 44)
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- Edge 3: (8, -8, 0)
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We just shove these numbers into $e(x, y) = ax + by + c$ for each point to
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determine if it lies inside the triangle or not. I've written this Python
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script to do the detection:
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```py
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||||||
|
for (i, (p0_, p1_)) in enumerate([(p0, p1), (p1, p2), (p2, p0)]):
|
||||||
|
a= -(p1_[1] - p0_[1])
|
||||||
|
b = (p1_[0] - p0_[0])
|
||||||
|
c = (p1_[1] - p0_[1]) * p0_[0] - (p1_[0] - p0_[0]) * p0_[1]
|
||||||
|
|
||||||
|
for x, y in itertools.product(range(3, 12), range(3, 12)):
|
||||||
|
if (x, y) not in statuses: statuses[x, y] = [None, None, None]
|
||||||
|
e = a * x + b * y + c
|
||||||
|
statuses[x, y][i] = e >= 0
|
||||||
|
```
|
||||||
|
|
||||||
|
I then plotted the various numbers to see if they match:
|
||||||
|
|
||||||
|
![](9a.jpg){width=40%}
|
||||||
|
|
||||||
|
The 3 digit number corresponds to 1 if it's "inside" and 0 if it's not
|
||||||
|
"inside" for each of the 3 edges. The first digit corresponds to the top
|
||||||
|
horizontal edge, the second digit corresponds to the right most edge, and the
|
||||||
|
last digit corresponds to the long diagonal. When all three are 1, the pixel
|
||||||
|
is officially "inside" the triangle for sure.
|
||||||
|
|
||||||
|
There is also edge detection to see if the edge pixels belong to the left or
|
||||||
|
the top edges. I didn't implement that here but I talk about it below in the
|
||||||
|
second part b.
|
||||||
|
|
||||||
b. \c{(3 points) Consider the three pixels $p_4 = (6, 4), p_5 = (7, 7)$, and
|
b. \c{(3 points) Consider the three pixels $p_4 = (6, 4), p_5 = (7, 7)$, and
|
||||||
$p_6 = (10, 8)$. Which of these would be considered to lie inside the
|
$p_6 = (10, 8)$. Which of these would be considered to lie inside the
|
||||||
triangle, according to the methods taught in class?}
|
triangle, according to the methods taught in class?}
|
||||||
|
|
||||||
|
For these three pixels, we can start with $p_4$ and define $a$ and $b$ using
|
||||||
|
it (going to $p_6$ first to remain in counter-clockwise order).
|
||||||
|
|
||||||
|
Then we use the checks to determine if the $a$ and $b$ values satisfy the
|
||||||
|
conditions for being left or top edges:
|
||||||
|
|
||||||
|
```py
|
||||||
|
p4 = (6, 4)
|
||||||
|
p5 = (7, 7)
|
||||||
|
p6 = (10, 8)
|
||||||
|
|
||||||
|
for (i, (p0_, p1_)) in enumerate([(p4, p6), (p6, p5), (p5, p4)]):
|
||||||
|
a= -(p1_[1] - p0_[1])
|
||||||
|
b = (p1_[0] - p0_[0])
|
||||||
|
c = (p1_[1] - p0_[1]) * p0_[0] - (p1_[0] - p0_[0]) * p0_[1]
|
||||||
|
|
||||||
|
print(a, b, c, end=" ")
|
||||||
|
|
||||||
|
if a == 0 and b < 0: print("top")
|
||||||
|
elif a > 0: print("left")
|
||||||
|
else: print()
|
||||||
|
```
|
||||||
|
|
||||||
|
This tells us that the $p_6 \rightarrow p_5$ and the $p_5 \rightarrow p_4$
|
||||||
|
edges are both left edges. If you graph this on the grid, this is accurate.
|
||||||
|
This means for those particular edges, the points that lie exactly on the
|
||||||
|
edge will be considered "inside" and for others, it will not.
|
||||||
|
|
||||||
|
Edge detection can be done by subtracting the point from the normal and
|
||||||
|
seeing if the resulting vector is normal or not.
|
||||||
|
|
||||||
10. \c{When a model contains many triangles that form a smoothly curving surface
|
10. \c{When a model contains many triangles that form a smoothly curving surface
|
||||||
patch, it can be inefficient to separately represent each triangle in the
|
patch, it can be inefficient to separately represent each triangle in the
|
||||||
patch independently as a set of three vertices because memory is wasted when
|
patch independently as a set of three vertices because memory is wasted when
|
||||||
|
|
170
exam-2/exam2.py
170
exam-2/exam2.py
|
@ -1,14 +1,37 @@
|
||||||
import itertools
|
import itertools
|
||||||
import numpy as np
|
import numpy as np
|
||||||
import math
|
import math
|
||||||
from sympy import N, Number, Rational, init_printing, latex, simplify, Expr
|
from sympy import N, Matrix, Number, Rational, init_printing, latex, simplify, Expr
|
||||||
from sympy.vector import CoordSys3D, Vector
|
from sympy.vector import CoordSys3D, Vector
|
||||||
|
from PIL import Image, ImageDraw
|
||||||
|
|
||||||
init_printing()
|
init_printing()
|
||||||
|
|
||||||
import sympy
|
import sympy
|
||||||
|
|
||||||
|
C = CoordSys3D('C')
|
||||||
unit = lambda v: v/np.linalg.norm(v)
|
unit = lambda v: v/np.linalg.norm(v)
|
||||||
|
vec = lambda a, b, c: a * C.i + b * C.j + c * C.k
|
||||||
|
|
||||||
|
def ap(matrix, vector):
|
||||||
|
vector_ = np.r_[vector, [1]]
|
||||||
|
trans_ = matrix @ vector_
|
||||||
|
trans = trans_[:3]
|
||||||
|
return trans
|
||||||
|
|
||||||
|
def ap2(matrix, vector):
|
||||||
|
c = vector.components
|
||||||
|
vector_ = vector.to_matrix(C).col_join(Matrix([[1]]))
|
||||||
|
trans_ = matrix @ vector_
|
||||||
|
return trans_[0] * C.i + trans_[1] * C.j + trans_[2] * C.k
|
||||||
|
|
||||||
|
def pv(vector):
|
||||||
|
c = vector.components
|
||||||
|
x = c.get(C.i, 0)
|
||||||
|
y = c.get(C.j, 0)
|
||||||
|
z = c.get(C.k, 0)
|
||||||
|
return (x, y, z)
|
||||||
|
|
||||||
|
|
||||||
def perspective_matrix(vfov, width, height, left, right, bottom, top, near, far):
|
def perspective_matrix(vfov, width, height, left, right, bottom, top, near, far):
|
||||||
aspect = width / height
|
aspect = width / height
|
||||||
|
@ -62,7 +85,6 @@ def print_bmatrix(arr):
|
||||||
print("\\\\")
|
print("\\\\")
|
||||||
|
|
||||||
def problem_1():
|
def problem_1():
|
||||||
C = CoordSys3D('C')
|
|
||||||
p = 1 * C.i + 4 * C.j + 8 * C.k
|
p = 1 * C.i + 4 * C.j + 8 * C.k
|
||||||
e = 0 * C.i + 0 * C.j + 0 * C.k
|
e = 0 * C.i + 0 * C.j + 0 * C.k
|
||||||
s = 2 * C.i + 2 * C.j + 10 * C.k
|
s = 2 * C.i + 2 * C.j + 10 * C.k
|
||||||
|
@ -302,10 +324,9 @@ def problem_6():
|
||||||
near = min(map(lambda p: p[2], points))
|
near = min(map(lambda p: p[2], points))
|
||||||
far = max(map(lambda p: p[2], points))
|
far = max(map(lambda p: p[2], points))
|
||||||
|
|
||||||
|
M_this = M(left, right, bottom, top, near, far)
|
||||||
for point in points:
|
for point in points:
|
||||||
point_ = np.r_[point, [1]]
|
trans = ap(M_this, point)
|
||||||
trans_ = M(left, right, bottom, top, near, far) @ point_
|
|
||||||
trans = trans_[:3]
|
|
||||||
v = np.vectorize(lambda x: float(x.evalf()))
|
v = np.vectorize(lambda x: float(x.evalf()))
|
||||||
l = np.vectorize(lambda x: latex(simplify(x)))
|
l = np.vectorize(lambda x: latex(simplify(x)))
|
||||||
point = l(point)
|
point = l(point)
|
||||||
|
@ -330,12 +351,139 @@ def problem_6():
|
||||||
calculate(oblique_transform, points)
|
calculate(oblique_transform, points)
|
||||||
|
|
||||||
def problem_9():
|
def problem_9():
|
||||||
|
p0 = (3, 3)
|
||||||
|
p1 = (9, 5)
|
||||||
|
p2 = (11, 11)
|
||||||
|
|
||||||
|
statuses = {}
|
||||||
|
|
||||||
|
for (i, (p0_, p1_)) in enumerate([(p0, p1), (p1, p2), (p2, p0)]):
|
||||||
|
a= -(p1_[1] - p0_[1])
|
||||||
|
b = (p1_[0] - p0_[0])
|
||||||
|
c = (p1_[1] - p0_[1]) * p0_[0] - (p1_[0] - p0_[0]) * p0_[1]
|
||||||
|
|
||||||
|
for x, y in itertools.product(range(3, 12), range(3, 12)):
|
||||||
|
if (x, y) not in statuses: statuses[x, y] = [None, None, None]
|
||||||
|
e = a * x + b * y + c
|
||||||
|
statuses[x, y][i] = e >= 0
|
||||||
|
|
||||||
|
CELL_SIZE = 30
|
||||||
|
im = Image.new("RGB", (9 * CELL_SIZE, 9 * CELL_SIZE))
|
||||||
|
draw = ImageDraw.Draw(im)
|
||||||
|
in_color = (180, 255, 180)
|
||||||
|
out_color = (255, 180, 180)
|
||||||
|
for (x, y), status in statuses.items():
|
||||||
|
color = in_color if all(status) else out_color
|
||||||
|
sx, sy = x - 3, y - 3
|
||||||
|
ex, ey = sx + 1, sy + 1
|
||||||
|
draw.rectangle([
|
||||||
|
(sx * CELL_SIZE, sy * CELL_SIZE),
|
||||||
|
(ex * CELL_SIZE, ey * CELL_SIZE),
|
||||||
|
], color)
|
||||||
|
text = "".join(map(lambda s: "1" if s else "0", status))
|
||||||
|
_, _, w, h = draw.textbbox((0, 0), text)
|
||||||
|
draw.text(
|
||||||
|
(sx * CELL_SIZE + (CELL_SIZE - w) / 2.0, sy * CELL_SIZE + (CELL_SIZE - h) / 2.0),
|
||||||
|
text,
|
||||||
|
"black"
|
||||||
|
)
|
||||||
|
|
||||||
|
im.save("9a.jpg")
|
||||||
|
|
||||||
|
p4 = (6, 4)
|
||||||
|
p5 = (7, 7)
|
||||||
|
p6 = (10, 8)
|
||||||
|
|
||||||
|
for (i, (p0_, p1_)) in enumerate([(p4, p6), (p6, p5), (p5, p4)]):
|
||||||
|
a= -(p1_[1] - p0_[1])
|
||||||
|
b = (p1_[0] - p0_[0])
|
||||||
|
c = (p1_[1] - p0_[1]) * p0_[0] - (p1_[0] - p0_[0]) * p0_[1]
|
||||||
|
|
||||||
|
print(a, b, c, end=" ")
|
||||||
|
|
||||||
|
if a == 0 and b < 0: print("top")
|
||||||
|
elif a > 0: print("left")
|
||||||
|
else: print()
|
||||||
|
|
||||||
pass
|
pass
|
||||||
|
|
||||||
print("\nPROBLEM 8 -------------------------"); problem_8()
|
def problem_2():
|
||||||
print("\nPROBLEM 5 -------------------------"); problem_5()
|
y_axis_angle = 3 * sympy.pi / 4
|
||||||
|
|
||||||
|
cos_t = -2
|
||||||
|
sin_t = 2
|
||||||
|
step_1 = Matrix([
|
||||||
|
[cos_t, 0, sin_t, 0],
|
||||||
|
[0, 1, 0, 0],
|
||||||
|
[-sin_t, 0, cos_t, 0],
|
||||||
|
[0, 0, 0, 1],
|
||||||
|
])
|
||||||
|
|
||||||
|
sqrt2 = sympy.sqrt(2)
|
||||||
|
cos_t = 2 * sqrt2
|
||||||
|
sin_t = 1
|
||||||
|
step_2 = Matrix([
|
||||||
|
[1, 0, 0, 0],
|
||||||
|
[0, cos_t, -sin_t, 0],
|
||||||
|
[0, sin_t, cos_t, 0],
|
||||||
|
[0, 0, 0, 1],
|
||||||
|
])
|
||||||
|
|
||||||
|
up_dir = vec(0, 1, 0)
|
||||||
|
nose_dir = vec(0, 0, 1)
|
||||||
|
left_wing_dir = vec(1, 0, 0)
|
||||||
|
right_wing_dir = vec(+1, 0, 0)
|
||||||
|
|
||||||
|
def apply(m):
|
||||||
|
print("- nose (z):", pv(ap2(m, nose_dir)))
|
||||||
|
print("- up (y):", pv(ap2(m, up_dir)))
|
||||||
|
print("- leftwing (+x):", pv(ap2(m, left_wing_dir)))
|
||||||
|
print("- rightwing (-x):", pv(ap2(m, right_wing_dir)))
|
||||||
|
|
||||||
|
print("step 1")
|
||||||
|
apply(step_1)
|
||||||
|
print()
|
||||||
|
|
||||||
|
print("step 2")
|
||||||
|
apply(step_2)
|
||||||
|
print()
|
||||||
|
|
||||||
|
print("step 2 @ step 1")
|
||||||
|
apply(step_2 @ step_1)
|
||||||
|
print()
|
||||||
|
|
||||||
|
print("step 1 @ step 2")
|
||||||
|
apply(step_1 @ step_2)
|
||||||
|
print()
|
||||||
|
|
||||||
|
print("SHIET")
|
||||||
|
print(vec(2, 1, -2).cross(vec(-2, 2, -1)))
|
||||||
|
R = Matrix([
|
||||||
|
[-2, 2, -1, 0],
|
||||||
|
[1, 2, 2, 0],
|
||||||
|
[2, 1, -2, 0],
|
||||||
|
[0, 0, 0, 1],
|
||||||
|
]).transpose()
|
||||||
|
print(R)
|
||||||
|
apply(R)
|
||||||
|
print()
|
||||||
|
|
||||||
|
T = Matrix([
|
||||||
|
[1, 0, 0, 4],
|
||||||
|
[0, 1, 0, 4],
|
||||||
|
[0, 0, 1, 7],
|
||||||
|
[0, 0, 0, 1],
|
||||||
|
])
|
||||||
|
|
||||||
|
print("T @ R")
|
||||||
|
print(T @ R)
|
||||||
|
|
||||||
|
# print("\nPROBLEM 8 -------------------------"); problem_8()
|
||||||
|
# print("\nPROBLEM 5 -------------------------"); problem_5()
|
||||||
|
# print("\nPROBLEM 9 -------------------------"); problem_9()
|
||||||
|
# print("\nPROBLEM 7 -------------------------"); problem_7()
|
||||||
|
# print("\nPROBLEM 4 -------------------------"); problem_4()
|
||||||
|
# print("\nPROBLEM 6 -------------------------"); problem_6()
|
||||||
|
# print("\nPROBLEM 1 -------------------------"); problem_1()
|
||||||
|
print("\nPROBLEM 2 -------------------------"); problem_2()
|
||||||
print("\nPROBLEM 9 -------------------------"); problem_9()
|
print("\nPROBLEM 9 -------------------------"); problem_9()
|
||||||
print("\nPROBLEM 7 -------------------------"); problem_7()
|
|
||||||
print("\nPROBLEM 4 -------------------------"); problem_4()
|
|
||||||
print("\nPROBLEM 6 -------------------------"); problem_6()
|
|
||||||
print("\nPROBLEM 1 -------------------------"); problem_1()
|
|
||||||
|
|
|
@ -43,7 +43,8 @@
|
||||||
zip
|
zip
|
||||||
zathura
|
zathura
|
||||||
|
|
||||||
(python310.withPackages (p: with p; [ ipython numpy scipy sympy ]))
|
(python310.withPackages
|
||||||
|
(p: with p; [ ipython numpy scipy sympy pillow ]))
|
||||||
]) ++ (with toolchain; [
|
]) ++ (with toolchain; [
|
||||||
cargo
|
cargo
|
||||||
rustc
|
rustc
|
||||||
|
|
Loading…
Reference in a new issue