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On the Algebraic and Geometric Foundations of Computer Graphics

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Well defined: Midpoint (P Q)/2 between points P and Q. Meaningless: (P Q)/3 ... it follows that many of the formulas, even most of the computations, are ... – PowerPoint PPT presentation

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Title: On the Algebraic and Geometric Foundations of Computer Graphics


1
On the Algebraic and Geometric Foundations of
Computer Graphics
  • Review of paper by Ron Goldman
  • Presented by Gail Banaszkiewicz

2
Whats it all about?
  • Ron Goldman says

Only Grassmann space supports all the algebra
and geometry needed for contemporary computer
graphics.
3
Outline
  • Possible ambient spaces for computer graphics
  • Vector spaces
  • Affine spaces
  • Projective spaces
  • Grassmann spaces
  • Applications of Grassmann spaces
  • Critique of paper

4
What spaces need to support
  • Transformations (rotation, reflection, scaling,
    translation, orthogonal projection, perspective
    projection)
  • Natural geometry
  • Points and vectors
  • Complete algebra
  • Standard curves and surfaces

5
Vector Spaces
  • Addition, subtraction, and scalar multiplication
    are defined
  • Linear transformations include rotation,
    reflection, scaling, and orthogonal projection
  • Vectors only no points

6
Affine Spaces
  • A vector space with no origin
  • Points have fixed position
  • Vectors have direction and length
  • Points can be added to vectors
  • Vectors can be added to vectors
  • Vectors can be subtracted from vectors

7
Affine Spaces
  • Affine combinations allow for limited algebra of
    points
  • Well defined Midpoint (PQ)/2 between points P
    and Q
  • Meaningless (PQ)/3
  • Affine transformations
  • Maps points to points
  • Maps vectors to vectors
  • Preserves affine combinations

8
Affine Spaces
  • Some algebra for points and vectors
  • Affine transformations include rotation,
    reflection, scaling, orthogonal projection, and
    translation
  • Affine space includes curves, surfaces, and
    solids
  • Algebra not complete
  • Perspective projection is not an affine
    transformation

9
Projective Space
  • Contains affine points and points at infinity
  • Vectors represent points at infinity, no matter
    how they are scaled
  • Homogeneous coordinate distinguishes between
    points at infinity and affine points
  • v, 0 cv, 0 c ? 0
  • P, 1 cP, c c ? 0

10
Projective Space
  • Completes geometry of affine space
  • Projective transformations include translation,
    rotation, scaling, and perspective
  • Unnatural geometry
  • No vectors, no notion of orientation or distance
  • No standard curves or spaces

11
Grassmann Space
12
Grassmann Space
  • Can be derived from physical mechanics
  • locations (points)
  • forces (vectors)
  • objects to act on (mass)
  • Let (mP, m) be the mass point located at P
  • Vectors have zero mass, (v, 0)

13
Grassmann Space
  • To add mass points, sum coordinates
  • To scale mass points, multiply the mass and leave
    the point alone
  • Scale and add vectors like normal
  • To add a mass point to a vector
  • (mP, m) (v, 0) (mP v, m)
  • Grassmann Space 4-D Vector Space

14
Grassmann Space
  • Affine transformations are well defined
  • Perspective projection is well defined
  • Geometry coincides with natural world
  • Can construct standard curves and surfaces
  • ??

15
Application Pseudoperspective
  • Important transformation is to map viewing
    frustum to a rectangular box
  • Traditional way is to derive matrix involves
    solving 15 homogeneous equations with 16 unknowns

16
Application Pseudoperspective
  • Affine and Projective spaces also fail to solve
    the problem
  • Grassmann space alone allows for simple and
    elegant formulas for the pseudoperspective
    transformation

17
Other Applications
  • Shading algorithms and texture mapping via linear
    interpolation
  • Overcrowns (bulges) and morphing
  • new!

18
Critique
  • Introduction
  • Projective spaces and homogeneous coordinates
    are incompatible with much of the algebra and a
    good deal of the geometry currently in actual use
    in computer graphics.
  • Graphics practitioners are getting correct
    results by performing calculations for which they
    have no mathematical foundations.

19
Critique
  • Conclusion
  • from these observations it follows that many
    of the formulas, even most of the computations,
    are identical in both frameworks Grassmann and
    projective spaces. The good news is that
    programs and code need not change only their
    high-level interpretation is different.
  • So there is not much new to learn, but as we
    have seen there is much to gain.
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