.. title: CG Class 11, Thu 2019-09-26
.. slug: class11
.. date: 2019-09-26
.. tags: class
.. category: 
.. link: 
.. description: 
.. type: text
.. has_math: true

.. sectnum::
.. contents:: Table of contents


Iclicker questions
------------------

#. This 3D homogeneous point:  (4,3,2,1) corresponds to what Cartesian point:

   A. (4,3,2,1)
   #. (4,3,2)
   #. (3,2,1)
   #. (3/4, 1/2, 1/4)
   #. Some point at infinity.

#. This question is about 2D geometry.    The matrix for a translation by 2 in x and 3 in y is what?

   A. :math:`\begin{pmatrix} 2&0&1\\0&3&1\\0&0&1\end{pmatrix}` B. :math:`\begin{pmatrix} 2&0&0\\0&3&0\\0&0&1\end{pmatrix}` C. :math:`\begin{pmatrix} 1&0&0\\0&1&0\\2&3&1\end{pmatrix}`    D. :math:`\begin{pmatrix} 1&0&2\\0&1&3\\0&0&1\end{pmatrix}`    E. :math:`\begin{pmatrix} 1&0&2\\0&1&3\\0&0&0\end{pmatrix}`

#. Consider an axis a=(1,0,0) and a point p=(2,3,4).  What is the component of p that is perpendicular to a?

   A. (2,3,4)
   #. (2,0,0)
   #. (0,3,4)
   #. (0, 3/5, 4/5)
   #. (1,0,0)

#. Consider an axis a=(1,0,0) and a point p=(2,3,4).  What is the component of p that is parallel to a?

   A. (2,3,4)
   #. (2,0,0)
   #. (0,3,4)
   #. (0, 3/5, 4/5)
   #. (1,0,0)

#. These next few questions are for 2D geometry.   What is the homogeneous matrix for the perspective projection whose center is at Cartesian (0,0) and whose viewplane is x=1?

   A. :math:`\begin{pmatrix} 1&0&0\\0&1&0\\1&0&0\end{pmatrix}`   
   #. :math:`\begin{pmatrix} 1&0&0\\0&1&0\\0&2&0\end{pmatrix}`   
   #. :math:`\begin{pmatrix} 1&0&0\\0&0&2\\0&0&1\end{pmatrix}`   

#. What is the homogeneous matrix for the perspective projection whose center is at Cartesian (0,0) and whose viewplane is y=1/2?

   A. :math:`\begin{pmatrix} 1&0&0\\0&1&0\\1&0&0\end{pmatrix}`   
   #. :math:`\begin{pmatrix} 1&0&0\\0&1&0\\0&2&0\end{pmatrix}`   
   #. :math:`\begin{pmatrix} 1&0&0\\0&0&2\\0&0&1\end{pmatrix}`   


#. What is the homogeneous matrix for the parallel projection whose center is at Cartesian (0,0) and whose viewplane is y=2?

   A. :math:`\begin{pmatrix} 1&0&0\\0&1&0\\1&0&0\end{pmatrix}`   
   #. :math:`\begin{pmatrix} 1&0&0\\0&1&0\\0&2&0\end{pmatrix}`   
   #. :math:`\begin{pmatrix} 1&0&0\\0&0&2\\0&0&1\end{pmatrix}`   


Textbook slides: Chapter 5 ctd
------------------------------

#. `5_2 Homogeneous coordinates <https://wrf.ecse.rpi.edu/Teaching/graphics/SEVENTH_EDITION/PPT/WEEK05/Angel_UNM_14_5_2.ppt>`_

#. `5_3 Transformations. <https://wrf.ecse.rpi.edu/Teaching/graphics/SEVENTH_EDITION/PPT/WEEK05/Angel_UNM_14_5_3.ppt>`_

#. `5_4 WebGL transformations <https://wrf.ecse.rpi.edu/Teaching/graphics/SEVENTH_EDITION/PPT/WEEK05/Angel_UNM_14_5_4.ppt>`_
   
#. `5_5 Applying transfomations <https://wrf.ecse.rpi.edu/Teaching/graphics/SEVENTH_EDITION/PPT/WEEK05/Angel_UNM_14_5_5.ppt>`_

#. WebGL Transformations Angel_UNM_14_5_4.ppt  since it is mostly obsolete.

   #. The old OpenGL modelview and projection matrix idea is now deprecated, but is interesting for its subdivision of transformations into two functions.

   #. The modelview matrix moves the world so that the camera is where you want it, relative to the objects.  Unless you did a scale, the transformation is rigid - it preserves distances (and therefore also angles).

   #. The projection matrix view-normalizes the world to effect your desired projection and clipping.  For a perspective projection, it does not preserve distances or angles, but does preserve straight lines.


   
3D rotation ctd
---------------

#. Continue `my note on 3D rotation <https://wrf.ecse.rpi.edu/pmwiki/Research/Rotation3D>`_.  including 4D rotations and Euler angles.

   



Handwritten notes from today
----------------------------

`Here <../files/0926.pdf>`_.

