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Basic Mathematical Concepts

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Title: Basic Mathematical Concepts


1
Fac. of Comp., Eng. Tech. Staffordshire
University
Programming Physics Engines for Games
Basic Mathematical Concepts
Dr. Claude C. Chibelushi
2
Outline
  • Introduction
  • Cartesian coordinates
  • Vectors
  • Vector notation
  • Basic vector operations
  • negation, addition, scaling
  • Matrices
  • Addition, multiplication
  • Summary

3
Introduction
  • Many mathematical techniques / tools used in
    computer games, e.g.
  • 2D or 3D coordinates
  • typically used in representing spatial
    relationships and shapes e.g. trajectory
    modelling, scene configuration, shape modelling
  • Vector operations
  • typically used in processes which depend on
    direction or orientation, e.g.
  • 2D or 3D motion under control of force
  • 3D sound production

4
Cartesian Coordinates
  • Coordinate systems

Right-handed coordinate system
Left-handed coordinate system
5
Cartesian Coordinates
  • Position in 2D or 3D space can be specified using
    2 or 3 Cartesian coordinates, respectively

Point p at position (x, y, z)
6
Vectors
Example
  • Flight simulation what is shortest path from
    Stafford to Stoke-on-Trent?

Vector s distance and direction
7
Vectors
  • Vector directed line segment
  • has length (magnitude) and direction
  • unit vector has length equal to 1
  • e.g. basis vectors special unit vectors along
    Cartesian coordinate axes

Orthonormal basis
8
Vectors
  • Some common vector notations
  • Boldface notation
  • Arrow notation
  • Underscore notation
  • 3D vector

ax, ay, az vector components
9
Vectors
  • Vector a from p1 (x1, y1, z1) to p2 (x2, y2,
    z2)
  • ax x2 - x1
  • ay y2 - y1
  • az z2 - z1
  • Example displacement of ball is
  • s 7 i 13 j 2 k

10
Vectors
  • Vector length (magnitude)

Vector magnitude
11
Vectors
  • If magnitude and orientation of 2D vector are
    known, vector components can be calculated

12
Vectors
  • Some basic vector operations

Vector addition
Vector negation
Vector scaling by s
13
Matrices
Matrix addition
14
Matrices
Matrix multiplication row-by-column sum of
products
15
Matrices
16
Suggested Reading
  • Relevant parts of Ch. 1 Appendix A, D.M. Bourg,
    Physics for Game Developers, OReilly
    Associates, 2002.

17
Summary
  • Coordinates specify position
  • right-handed or left-handed Cartesian coordinate
    system
  • Vector
  • mathematical representation for entity that
    possesses length (magnitude) and orientation
  • some basic vector operations addition, negation,
    scaling
  • Matrices
  • some basic matrix operations addition,
    multiplication
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