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11
Preliminaries of
Basics of Linear Algebra & Computer Geometry
Dr.ir. Pirouz Nourian
Assistant Professor of Design Informatics
Department of Architectural Engineering & Technology
Faculty of Architecture and Built Environment
22
Try to guess how a line or a circle is represented in a computer
“If it looks like a duck, swims like a duck, and quacks like a duck, then
it probably is a duck.”
Image: DUCK: GETTY Images; ILLUSTRATION: MARTIN O'NEILL, from
http://www.nature.com/nature/journal/v484/n7395/full/484451a.html?message-global=remove
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
33
The image of a geometry is not the same as its representation
What you see is not what you get
Image: René Magritte, ceci n'est pas une pipe (this is not a pipe)
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
44
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
55
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
On terminology
• Geometry: Point (0D), Curve(1D), Surface(2D), Solid (3D) [free-form]
• Geometry: Point (0D), Line(1D), Polygon(2D), Polyhedron (3D) [piecewise linear]
• Topology: Vertex(0D), Edge(1D), Face(2D), Body(3D)
• Graph Theory: Object, Link, (and n-Cliques)
66
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
WYSIWYG versus WYSIWYM
𝑥2
+ 𝑦2
= 𝑅2
The Product vs The Process
77
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
Parametric Modeling & Design
• Thinking of parameters instead of numbers!
• Same rationales, many alternatives!
▪ We could model an actual circle as a particular instance of a generic circle, which is
the locus of points equidistant from a given point as C (center), at a given distance R
(Radius), on a plane p.
▪ Parametric modeling is essential for formulating design problems
▪ The same role algebra has had in the progress of mathematics, parametric modeling
will have in systematic (research-oriented) design.
𝑥 = 𝑟𝑐𝑜𝑠(𝑡)
𝑦 = 𝑟𝑠𝑖𝑛 𝑡
𝑡 ∈ [0,2𝜋]
𝑡 =
2𝜋𝑖
𝑛
|𝑖 ∈[1,n]⊂ ℕ
Plane
Radius
Circle
88
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
Parametric Modeling & Design
• Thinking of parameters instead of numbers!
• Same rationales, many alternatives!
▪ We could model an actual circle as a particular instance of a generic circle, which is
the locus of points equidistant from a given point as C (center), at a given distance R
(Radius), on a plane p.
▪ Parametric modeling is essential for formulating design problems
▪ The same role algebra has had in the progress of mathematics, parametric modeling
will have in systematic (research-oriented) design.
𝑥 = 𝑟𝑐𝑜𝑠(𝑡)
𝑦 = 𝑟𝑠𝑖𝑛 𝑡
𝑡 ∈ [0,2𝜋]
𝑡 =
2𝜋𝑖
𝑛
|𝑖 ∈[1,n]⊂ ℕ
Plane
Radius
Circle
99
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
1010
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
1111
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
1212
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
Vectors in a Nutshell
Applications
• Any representation in Computer Graphics depends on vectors (points,
lines, etc. are all eventually based on vectors)
• Any transformation (e.g. moving objects, rotating them, etc.)
• It suffices to say there is no 3D geometry without vectors!
1313
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
Vectors in a Nutshell
René Descartes
Image courtesy of David Rutten,
from Rhinoscript 101
1414
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
Ԧ𝐴 = 𝑎 𝑥Ԧ𝒊 + 𝑎 𝑦 Ԧ𝒋 + 𝑎 𝑧 𝒌
𝐵 = 𝑏 𝑥Ԧ𝒊 + 𝑏 𝑦 Ԧ𝒋 + 𝑏 𝑧 𝒌
Ԧ𝐴 + 𝐵 = (𝑎 𝑥 + 𝑏 𝑥)Ԧ𝒊 + (𝑎 𝑦+𝑏 𝑦)Ԧ𝒋 + (𝑎 𝑧+𝑏 𝑧)𝒌
Euclidean Vector Length
Ԧ𝐴 = 𝑎 𝑥
2 + 𝑎 𝑦
2
+ 𝑎 𝑧
2
1515
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
Exemplary application: detecting perpendicularity or similarity
𝑊 = 𝑭. 𝑫 = 𝑭 . 𝑫 cos 𝜃
1616
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
Exemplary application: detecting perpendicularity or similarity
𝑊 = 𝑭. 𝑫 = 𝑭 . 𝑫 cos 𝜃
Other applications:
• Computing ‘flux’ in a vector field (e.g. solar irradiation)
• Detecting perpendicularly
• Computing angles (with the help of an Arc Cosine function)
• A very long list of techniques and tricks in computational
geometry & computer graphics
• You cannot get by without knowing about dot products! ☺
1717
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
Dot Product: How is it calculated in analytic geometry?
𝜃
B
A
Ԧ𝒊. Ԧ𝒊 = Ԧ𝒋. Ԧ𝒋 = 𝒌. 𝒌 = 1
Ԧ𝒊. Ԧ𝒋 = Ԧ𝒋. Ԧ𝒊 = 0
Ԧ𝒋. 𝒌 = 𝒌. Ԧ𝒋 = 0
𝒌. Ԧ𝒊 = Ԧ𝒊. 𝒌 = 0
So we do not have to do it by ‘drawing’ vectors and finding the angle between them
with an angle ruler and a calculator! We do it algebraically instead.
1818
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
Dot Product: How is it calculated in analytic geometry?
Ԧ𝐴 = 𝑎 𝑥 Ԧ𝒊 + 𝑎 𝑦 Ԧ𝒋 + 𝑎 𝑧 𝒌 = 𝑎 𝑥 𝑎 𝑦 𝑎 𝑧
𝒊
𝒋
𝒌
𝐵 = 𝑏 𝑥Ԧ𝒊 + 𝑏 𝑦 Ԧ𝒋 + 𝑏 𝑧 𝒌 = 𝑏 𝑥 𝑏 𝑦 𝑏 𝑧
𝒊
𝒋
𝒌
Ԧ𝐴. 𝐵 == Ԧ𝐴 . 𝐵 . 𝐶𝑜𝑠(𝜃)
𝜃
B
A
Ԧ𝐴. 𝐵 = 𝑎 𝑥 𝑎 𝑦 𝑎 𝑧
𝑏 𝑥
𝑏 𝑦
𝑏 𝑧
= 𝑎 𝑥 𝑏 𝑥 + 𝑎 𝑦 𝑏 𝑦 + 𝑎 𝑧 𝑏 𝑧
1919
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
Images courtesy of Wiki Commons and
Raja Issa, Essential Mathematics for Computational Design
http://chortle.ccsu.edu/vectorlessons/vch12/vch12_4.html
2020
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
Exemplary application: setting up a local coordinate system
• computing torque, electromotive force, etc in physics
• detecting parallelism
• a long list of techniques and tricks in computer graphics and computational
geometry
• computing volumes of polyhedrons
• Conclusion: you cannot get by without knowing about cross products either! ☺
2121
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
Cross Product: How is it calculated in analytic geometry?
Images courtesy of
Raja Issa, Essential Mathematics for Computational Design
Ԧ𝒊 × Ԧ𝒊 = Ԧ𝒋 × Ԧ𝒋 = 𝒌 × 𝒌 = 𝟎
Ԧ𝒊 × Ԧ𝒋 = 𝒌
Ԧ𝒋 × 𝒌 = Ԧ𝒊
𝒌 × Ԧ𝒊 = Ԧ𝒋
Ԧ𝒋 × Ԧ𝒊 = −𝒌
𝒌 × Ԧ𝒋 = −Ԧ𝒊
Ԧ𝒊 × 𝒌 = −Ԧ𝒋
2222
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
Cross Product: How is it calculated in analytic geometry?
Images courtesy of Raja Issa, Essential Mathematics for Computational Design
Ԧ𝐴 = 𝑎 𝑥 Ԧ𝒊 + 𝑎 𝑦 Ԧ𝒋 + 𝑎 𝑧 𝒌 = 𝑎 𝑥 𝑎 𝑦 𝑎 𝑧
𝒊
𝒋
𝒌
𝐵 = 𝑏 𝑥 Ԧ𝒊 + 𝑏 𝑦 Ԧ𝒋 + 𝑏 𝑧 𝒌 = 𝑏 𝑥 𝑏 𝑦 𝑏 𝑧
𝒊
𝒋
𝒌
Ԧ𝐴 × 𝐵 = (𝑎 𝑥 Ԧ𝒊 + 𝑎 𝑦 Ԧ𝒋 + 𝑎 𝑧 𝒌) × (𝑏 𝑥Ԧ𝒊 + 𝑏 𝑦 Ԧ𝒋 + 𝑏 𝑧 𝒌) =
𝒊 𝒋 𝒌
𝑎 𝑥 𝑎 𝑦 𝑎 𝑧
𝑏 𝑥 𝑏 𝑦 𝑏 𝑧
Ԧ𝐴 × 𝐵 = Ԧ𝐴 . 𝐵 . 𝑆𝑖𝑛(𝜃)
Ԧ𝐴 × 𝐵 = 𝑎 𝑦 𝑏 𝑧 − 𝑎 𝑧 𝑏 𝑦 Ԧ𝒊 − 𝑎 𝑥 𝑏 𝑧 − 𝑎 𝑧 𝑏 𝑥 Ԧ𝒋 + 𝑎 𝑥 𝑏 𝑦 − 𝑎 𝑦 𝑏 𝑥 𝒌
2323
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
2424
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
Images courtesy of David Rutten, Rhino Script 101
2525
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
2626
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
http://geomalgorithms.com/a05-_intersect-1.html
2727
• Digital Geometry
• Data Models
• Euclidean World
• Cartesian World
• Vectors
o Sum
o Dot Product
o Cross Product
• Planes
o Locus
o Orientation
• Intersection
• Transformation
• Linear Transformations: Euclidean and Affine (Translation [movement], Rotation, Scaling,etc.)
• Homogenous Coordinate System
• Inverse Transforms?
• Non-Linear Transformations?
Images courtesy of Raja Issa, Essential Mathematics for Computational Design
2828
make a parametric staircase
2929
make a parametric staircase
https://collections.museumvictoria.com.au/articles/4624
3030
Good Luck
Questions:
p.nourian@tudelft.nl

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Ar1 twf030 lecture1.2

  • 1. 11 Preliminaries of Basics of Linear Algebra & Computer Geometry Dr.ir. Pirouz Nourian Assistant Professor of Design Informatics Department of Architectural Engineering & Technology Faculty of Architecture and Built Environment
  • 2. 22 Try to guess how a line or a circle is represented in a computer “If it looks like a duck, swims like a duck, and quacks like a duck, then it probably is a duck.” Image: DUCK: GETTY Images; ILLUSTRATION: MARTIN O'NEILL, from http://www.nature.com/nature/journal/v484/n7395/full/484451a.html?message-global=remove • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation
  • 3. 33 The image of a geometry is not the same as its representation What you see is not what you get Image: René Magritte, ceci n'est pas une pipe (this is not a pipe) • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation
  • 4. 44 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation
  • 5. 55 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation On terminology • Geometry: Point (0D), Curve(1D), Surface(2D), Solid (3D) [free-form] • Geometry: Point (0D), Line(1D), Polygon(2D), Polyhedron (3D) [piecewise linear] • Topology: Vertex(0D), Edge(1D), Face(2D), Body(3D) • Graph Theory: Object, Link, (and n-Cliques)
  • 6. 66 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation WYSIWYG versus WYSIWYM 𝑥2 + 𝑦2 = 𝑅2 The Product vs The Process
  • 7. 77 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation Parametric Modeling & Design • Thinking of parameters instead of numbers! • Same rationales, many alternatives! ▪ We could model an actual circle as a particular instance of a generic circle, which is the locus of points equidistant from a given point as C (center), at a given distance R (Radius), on a plane p. ▪ Parametric modeling is essential for formulating design problems ▪ The same role algebra has had in the progress of mathematics, parametric modeling will have in systematic (research-oriented) design. 𝑥 = 𝑟𝑐𝑜𝑠(𝑡) 𝑦 = 𝑟𝑠𝑖𝑛 𝑡 𝑡 ∈ [0,2𝜋] 𝑡 = 2𝜋𝑖 𝑛 |𝑖 ∈[1,n]⊂ ℕ Plane Radius Circle
  • 8. 88 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation Parametric Modeling & Design • Thinking of parameters instead of numbers! • Same rationales, many alternatives! ▪ We could model an actual circle as a particular instance of a generic circle, which is the locus of points equidistant from a given point as C (center), at a given distance R (Radius), on a plane p. ▪ Parametric modeling is essential for formulating design problems ▪ The same role algebra has had in the progress of mathematics, parametric modeling will have in systematic (research-oriented) design. 𝑥 = 𝑟𝑐𝑜𝑠(𝑡) 𝑦 = 𝑟𝑠𝑖𝑛 𝑡 𝑡 ∈ [0,2𝜋] 𝑡 = 2𝜋𝑖 𝑛 |𝑖 ∈[1,n]⊂ ℕ Plane Radius Circle
  • 9. 99 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation
  • 10. 1010 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation
  • 11. 1111 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation
  • 12. 1212 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation Vectors in a Nutshell Applications • Any representation in Computer Graphics depends on vectors (points, lines, etc. are all eventually based on vectors) • Any transformation (e.g. moving objects, rotating them, etc.) • It suffices to say there is no 3D geometry without vectors!
  • 13. 1313 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation Vectors in a Nutshell René Descartes Image courtesy of David Rutten, from Rhinoscript 101
  • 14. 1414 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation Ԧ𝐴 = 𝑎 𝑥Ԧ𝒊 + 𝑎 𝑦 Ԧ𝒋 + 𝑎 𝑧 𝒌 𝐵 = 𝑏 𝑥Ԧ𝒊 + 𝑏 𝑦 Ԧ𝒋 + 𝑏 𝑧 𝒌 Ԧ𝐴 + 𝐵 = (𝑎 𝑥 + 𝑏 𝑥)Ԧ𝒊 + (𝑎 𝑦+𝑏 𝑦)Ԧ𝒋 + (𝑎 𝑧+𝑏 𝑧)𝒌 Euclidean Vector Length Ԧ𝐴 = 𝑎 𝑥 2 + 𝑎 𝑦 2 + 𝑎 𝑧 2
  • 15. 1515 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation Exemplary application: detecting perpendicularity or similarity 𝑊 = 𝑭. 𝑫 = 𝑭 . 𝑫 cos 𝜃
  • 16. 1616 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation Exemplary application: detecting perpendicularity or similarity 𝑊 = 𝑭. 𝑫 = 𝑭 . 𝑫 cos 𝜃 Other applications: • Computing ‘flux’ in a vector field (e.g. solar irradiation) • Detecting perpendicularly • Computing angles (with the help of an Arc Cosine function) • A very long list of techniques and tricks in computational geometry & computer graphics • You cannot get by without knowing about dot products! ☺
  • 17. 1717 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation Dot Product: How is it calculated in analytic geometry? 𝜃 B A Ԧ𝒊. Ԧ𝒊 = Ԧ𝒋. Ԧ𝒋 = 𝒌. 𝒌 = 1 Ԧ𝒊. Ԧ𝒋 = Ԧ𝒋. Ԧ𝒊 = 0 Ԧ𝒋. 𝒌 = 𝒌. Ԧ𝒋 = 0 𝒌. Ԧ𝒊 = Ԧ𝒊. 𝒌 = 0 So we do not have to do it by ‘drawing’ vectors and finding the angle between them with an angle ruler and a calculator! We do it algebraically instead.
  • 18. 1818 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation Dot Product: How is it calculated in analytic geometry? Ԧ𝐴 = 𝑎 𝑥 Ԧ𝒊 + 𝑎 𝑦 Ԧ𝒋 + 𝑎 𝑧 𝒌 = 𝑎 𝑥 𝑎 𝑦 𝑎 𝑧 𝒊 𝒋 𝒌 𝐵 = 𝑏 𝑥Ԧ𝒊 + 𝑏 𝑦 Ԧ𝒋 + 𝑏 𝑧 𝒌 = 𝑏 𝑥 𝑏 𝑦 𝑏 𝑧 𝒊 𝒋 𝒌 Ԧ𝐴. 𝐵 == Ԧ𝐴 . 𝐵 . 𝐶𝑜𝑠(𝜃) 𝜃 B A Ԧ𝐴. 𝐵 = 𝑎 𝑥 𝑎 𝑦 𝑎 𝑧 𝑏 𝑥 𝑏 𝑦 𝑏 𝑧 = 𝑎 𝑥 𝑏 𝑥 + 𝑎 𝑦 𝑏 𝑦 + 𝑎 𝑧 𝑏 𝑧
  • 19. 1919 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation Images courtesy of Wiki Commons and Raja Issa, Essential Mathematics for Computational Design http://chortle.ccsu.edu/vectorlessons/vch12/vch12_4.html
  • 20. 2020 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation Exemplary application: setting up a local coordinate system • computing torque, electromotive force, etc in physics • detecting parallelism • a long list of techniques and tricks in computer graphics and computational geometry • computing volumes of polyhedrons • Conclusion: you cannot get by without knowing about cross products either! ☺
  • 21. 2121 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation Cross Product: How is it calculated in analytic geometry? Images courtesy of Raja Issa, Essential Mathematics for Computational Design Ԧ𝒊 × Ԧ𝒊 = Ԧ𝒋 × Ԧ𝒋 = 𝒌 × 𝒌 = 𝟎 Ԧ𝒊 × Ԧ𝒋 = 𝒌 Ԧ𝒋 × 𝒌 = Ԧ𝒊 𝒌 × Ԧ𝒊 = Ԧ𝒋 Ԧ𝒋 × Ԧ𝒊 = −𝒌 𝒌 × Ԧ𝒋 = −Ԧ𝒊 Ԧ𝒊 × 𝒌 = −Ԧ𝒋
  • 22. 2222 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation Cross Product: How is it calculated in analytic geometry? Images courtesy of Raja Issa, Essential Mathematics for Computational Design Ԧ𝐴 = 𝑎 𝑥 Ԧ𝒊 + 𝑎 𝑦 Ԧ𝒋 + 𝑎 𝑧 𝒌 = 𝑎 𝑥 𝑎 𝑦 𝑎 𝑧 𝒊 𝒋 𝒌 𝐵 = 𝑏 𝑥 Ԧ𝒊 + 𝑏 𝑦 Ԧ𝒋 + 𝑏 𝑧 𝒌 = 𝑏 𝑥 𝑏 𝑦 𝑏 𝑧 𝒊 𝒋 𝒌 Ԧ𝐴 × 𝐵 = (𝑎 𝑥 Ԧ𝒊 + 𝑎 𝑦 Ԧ𝒋 + 𝑎 𝑧 𝒌) × (𝑏 𝑥Ԧ𝒊 + 𝑏 𝑦 Ԧ𝒋 + 𝑏 𝑧 𝒌) = 𝒊 𝒋 𝒌 𝑎 𝑥 𝑎 𝑦 𝑎 𝑧 𝑏 𝑥 𝑏 𝑦 𝑏 𝑧 Ԧ𝐴 × 𝐵 = Ԧ𝐴 . 𝐵 . 𝑆𝑖𝑛(𝜃) Ԧ𝐴 × 𝐵 = 𝑎 𝑦 𝑏 𝑧 − 𝑎 𝑧 𝑏 𝑦 Ԧ𝒊 − 𝑎 𝑥 𝑏 𝑧 − 𝑎 𝑧 𝑏 𝑥 Ԧ𝒋 + 𝑎 𝑥 𝑏 𝑦 − 𝑎 𝑦 𝑏 𝑥 𝒌
  • 23. 2323 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation
  • 24. 2424 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation Images courtesy of David Rutten, Rhino Script 101
  • 25. 2525 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation
  • 26. 2626 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation http://geomalgorithms.com/a05-_intersect-1.html
  • 27. 2727 • Digital Geometry • Data Models • Euclidean World • Cartesian World • Vectors o Sum o Dot Product o Cross Product • Planes o Locus o Orientation • Intersection • Transformation • Linear Transformations: Euclidean and Affine (Translation [movement], Rotation, Scaling,etc.) • Homogenous Coordinate System • Inverse Transforms? • Non-Linear Transformations? Images courtesy of Raja Issa, Essential Mathematics for Computational Design
  • 29. 2929 make a parametric staircase https://collections.museumvictoria.com.au/articles/4624