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Linear Algebra

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A quantity characterized by a magnitude and direction ... the parallelogram law in 2D and the parallelepiped law in higher dimensions: ... – PowerPoint PPT presentation

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Title: Linear Algebra


1
Linear Algebra
  • The Algebra of Linear Equations and Linear
    Transformations

2
(No Transcript)
3
Describing a Line
  • Start and Endpoint
  • START at 0,0
  • END at 200 east, 160 north
  • Start, Direction, Length
  • START at 0,0
  • Turn 115 from north
  • Move forward by 160

END
START
angle
START
4
Vector
  • A quantity characterized by a magnitude and
    direction
  • Can be represented by an arrow, where magnitude
    is the length of the arrow and the direction is
    given by slope of the line

5
Conventions
  • Vector quantities denoted as v or
  • We will use column format vectors
  • Each vector is defined with respect to a set of
    basis vectors (which define a co-ordinate system).

6
Row vs. Column Formats
  • Both formats, though appearing equivalent, are in
    fact fundamentally different
  • be wary of different formats used in textbooks

row format
column format
transposed
7
Co-ordinate Systems
  • By convention we usually employ a Cartesian
    basis
  • basis vectors are mutually orthogonal and unit
    length
  • basis vectors named x, y and z
  • We need to define the relationship between the 3
    vectors there are 2 possibilities
  • right handed systems z comes out of page
  • left handed systems z goes into page
  • This affects direction of rotations and
    specification of normal vectors

8
Cartesian co-ordinate System
RHS
LHS
9
Vectors Points
  • vectors represent directions
  • points represent positions
  • Both are meaningless without reference to a
    coordinate system
  • vectors require a set of basis vectors
  • points require an origin and a vector space

both vectors equal
10
Vector Addition
  • Addition of vectors follows the parallelogram law
    in 2D and the parallelepiped law in higher
    dimensions

11
Vector Addition
u
OR
v
u
v
12
Vector Multiplication by a Scalar
  • Multiplication by a scalar scales the vectors
    length appropriately (but does not affect
    direction)

13
Subtraction
-v
u
-v
Can be seen as an addition of u (-1v)
-v
u
14
Linear Combinations
  • The linear combination of a set of vectors is the
    sum of scalar multiples of those vectors
  • Fixing vectors vi yields an infinite number of u
    depending on the scalars ai.
  • The set u is called the span of the vectors vi
  • The vectors vi are term basis vectors for the
    space.
  • If none of the vi can be created as a linear
    combination of the others, the vectors vi are
    said to be linearly independent.
  • All linear combinations contain the zero vector.

15
Linear Combinations
  • Linear combinations of 1 vector an infinite
    line

16
Linear Combinations
  • Linear combinations of 2 vectors a plane

17
Linear Combinations
  • The linear combination of 3 vectors a 3D
    volume.
  • The 3D Cartesian coordinate system employs the
    well-known 3D co-ordinate basis x, y and z

The vector v here is a linear combination of the
basis vectors x, y and z
18
Vector Magnitude
  • The magnitude or norm of a vector of dimension
    n is given by the standard Euclidean distance
    metric

2
19
Normal Vectors
  • Vectors of length 1 (unit vectors) are often
    termed normal vectors.
  • When we only wish to describe direction we use
    normalised vectors.
  • For this and other reasons, we often need to
    normalise a vector
  • e.g.

20
Dot Product
  • Dot product (inner product) is defined as
  • Note
  • Therefore we can redefine magnitude in terms of
    the dot-product operator
  • Dot product operator is commutative and
    associative.

21
Dot Product
  • The Dot Product can also be obtained from the
    following equation
  • where q is the angle between the two vectors
  • So, if we know the vectors u and v, then the dot
    product is useful for finding the angle between
    two vectors.
  • Note that if we had already normalised the
    vectors u and v then it would simply be

22
Dot Product Properties
  • If one of the vectors is normal, the dot product
    defines the projection of the other onto it
    (perpendicularly)
  • In this example, a is positive and b is negative.

q
23
Dot Product
  • If both vectors are normal, the dot product
    defines the cosine of the angle between the
    vectors

In general
24
Dot Product
  • Note that is q 90 then the dot product 0,
    i.e. the projection of one onto the other has
    zero length ? vectors are orthogonal.
  • Also, if q gt 90 then the dot product is negative.

25
Cross Product
  • Used for defining orientation and constructing
    co-ordinate axes.
  • Cross product defined as
  • The result is a vector, perpendicular to the
    plane defined by u and v

26
Cross Product
Right Handed Coordinate System
27
Cross Product
  • Cross product is anti-commutative
  • It is not associative
  • Direction of resulting vector defined by operand
    order

R.H.S.
28
Normals Polygons
  • Polygons are (usually) planar regions bounded by
    n edges connecting n1 points or vertices.
  • For lighting and viewing calculations we need to
    define the normal to a polygon
  • The normal distinguishes the front-face from the
    back-face of the polygon.

29
Normals Polygons
  • First determine the 2 edge vectors from the
    vertices
  • The polygon normal is given by

u2
v1
u1
v3
v2
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