Skip to main content

Questions tagged [vectors]

The tag has no usage guidance.

Filter by
Sorted by
Tagged with
-1 votes
1 answer
34 views

Projecting Vectors (3D to 2D) Using Homogeneous Coordinates, With Known Camera Calibration

Suppose I have vectors in a 3D space (their starting points, dx, dy, and dz), and I would like to project them onto a camera, which I already have as a 3x4 projection matrix. I can of course project ...
erik's user avatar
  • 1
0 votes
2 answers
84 views

How are surface normals dealt with in the graphics pipeline?

I know the process for regular vertices is something like: model coordinates to clip space via the "MVP" matrix transformation, then perspective division, screen-space mapping, and finally ...
Scene's user avatar
  • 157
3 votes
1 answer
80 views

What to do with the homogeneous $w$ during vector operations

As I understand it: In graphics, 3D vectors are usually represented as homogeneous coordinates by storing an additional $w$ component known as the weight. The vector is divided by $w$ to obtain the ...
Scene's user avatar
  • 157
0 votes
0 answers
38 views

Environment map: inverting (phi, theta) to (x,y,z) mapping

I'm currently working on a ray tracer in C++ as an assignment. This ray tracer needs to take into account environment maps, which I also need to implement a part of. From my understanding of an ...
Derek Kwon's user avatar
0 votes
0 answers
69 views

GLSL reflect function math correct?

In the documentation of GLSL - reflect given a surface normal $N$ and an incident vector $I$ the calculation being performed is reported as $$ \text{reflect}(I,N) = I - 2\text{dot}(I,N)N $$ I wonder ...
user8469759's user avatar
0 votes
1 answer
105 views

With a light source at (0,2,0) and unit cube (from [-1,1]) using a given shading formula, how is the r,g,b for each surface calculated?

The above problem is from a past Computer Graphics exam. I am particularly confused about the explanation given, firstly for the top and bottom planes (since the direction of normal for top plane ...
LC796's user avatar
  • 3
2 votes
1 answer
126 views

Trouble transforming vectors from view space to screen space using a perspective projection matrix

I can't for the life of me figure out how to use a perspective projection matrix. My understanding is that, once objects are in view space, the the perspective transform uses the z-coordinate to ...
John Gietzen's user avatar
0 votes
1 answer
272 views

Split a string of line segments into several other line segments

I have written a code to extend "n" points, constituting "n-1" lines ,to constitute more lines so you can map "m" data to "m" lines with m > n-1. This is the ...
Aminos's user avatar
  • 103
1 vote
0 answers
86 views

Mathematical foundations of Signed Distance Fields in computer graphics

I have come across Signed Distance Field usage in Computer Graphics in construction of vector shapes, glyphs and 3D surfaces. However I can not find much of the background mathematical theory as to ...
Deepak Sharma's user avatar
1 vote
1 answer
84 views

Help understanding tangent from dot product and max distance from component wise vector multiplication

I am looking through this code and seeing two things which confuse me (well, the whole functions does) in the top functions. First, dir * p where ...
Jeff Streepe's user avatar
1 vote
1 answer
54 views

Plotting points along a 3D line segment

I'm trying to plot some points along a 3D line segment and could really use some help. In 2D, I've found success getting the angle of the line, the sine & cosine of the angle, and then adding the ...
Dr. Pontchartrain's user avatar
0 votes
0 answers
96 views

How do I figure rotation from the difference between two vectors?

I've been playing around with an idea, but I'm struggling with some of the math involved. Now, each face of a mesh has a normal vector, and that the normal map fragment shader modifies that face ...
Digital_Utopia's user avatar
0 votes
0 answers
211 views

Crystal ball rotation - I don't get why the code works

For context: I'm absolutely new to graphics programming and I've always had trouble getting the math. I had the task to write code for a crystal ball interface using OpenGL. There's an object in the ...
user avatar
0 votes
1 answer
75 views

Extending an orthogonal set of vectors (graphics application?)

Sorry if this is OT, but I'm wondering if there's a specific graphics technique in which it is required to extend a preexisting orthogonal set of vectors (not necessarily to a full basis, but perhaps ...
user13215's user avatar
0 votes
0 answers
64 views

Mathematics in Computer Graphics

Can you please recommend some topic for research work related to mathematics in CG? (Maybe something like "Affine transformations in CG")
FlyMeToTheMoon's user avatar
2 votes
0 answers
126 views

When should operations on 4D (homogeneous/projective) vectors use the w-coordinate?

Various operations on 2D vectors naturally generalise to 3D vectors simply by including the $z$-coordinate. The ones that come to mind are: Vector sum and difference Dot product Magnitude (Euclidean ...
Tim Pederick's user avatar
0 votes
2 answers
131 views

3d Math Primer book equation derivation - Projecting One vector onto another

I'm reading the book 3d Math Primer for Graphics and Game Development 1st edition by Fletcher Dunn and Ian Parberry. On page 61 there's this: How does it derive $ v_{||} $ there? It doesn't follow ...
KeyC0de's user avatar
  • 145
2 votes
1 answer
679 views

Calculating the angle between two polygons

For my application, I want to render models as polygonal surfaces in 3D space and have edges that are bent "outwards" to have a solid line and those who are bent "inwards" to have a dotted line. So if ...
Anima's user avatar
  • 167
1 vote
0 answers
159 views

Application of parallel transport in computer graphics and mesh processing

Does anyone know what applications has the computation of a parallel transport on a mesh? I'm talking about methods such as this one
user8469759's user avatar
2 votes
1 answer
94 views

Finding the normals of a tileable 2D surface extracted from 4D space

If I use a 4D noise function which returns a noise value and a four-part analytically derived gradient vector, I can create a 2D tile which is seamless (i.e. the opposite edges match) through ...
Mark A. Ropper's user avatar
0 votes
1 answer
135 views

How do I derive this transformation

If I had two right handed frames where one has vectors [i, j, k] and another with corresponding vectors [u v w], how would I derive the transform M[i j k] <-- [u v w] when applied to any point P in ...
Ray's user avatar
  • 1
0 votes
3 answers
801 views

Rotation of a random unit vector at a point in 3D space by an angle

I have a scenario where I need rotate a vector ( unit vector) at a point in space by an angle along Z-axis. Is it possible to help me to understand a procedure to achieve this. I'm using vb.net ...
Raghav's user avatar
  • 9
5 votes
2 answers
169 views

Refraction: given an incoming and transmitted direction, can I deduce the normal?

It's easy to find guides to calculating the transmitted direction of light given an incoming direction, the normal, and indexes of refraction. However, I can't find anything about determining the ...
Phil McLaughlin's user avatar
2 votes
1 answer
215 views

Morph Targets Normal adding math

I am trying to verify that if I have my inNormal and some N amount of morph normals that I would want to do something such as <...
FrickeFresh's user avatar
3 votes
1 answer
826 views

Video-games; Rendering textures on scope zoom-in. Texture compression problem?

This is general question. In the multitude of video-games that are not specialized in scoped warfare (like Sniper Elite), I've noticed that when you zoom in with a scope, the textures and normal maps ...
Dominik Car's user avatar
2 votes
1 answer
635 views

Vector Math for Raytracer

So i am working through the book "Raytracing in one weekend". At the point where i am at we want to check if a ray hits a sphere. For that we have the equation: ...
Siniyas's user avatar
  • 23
1 vote
0 answers
164 views

Basis vectors and plane equation

I'm trying to understand basis vectors and the plane equation and I am confused. From what I saw, if we take a basis vector i, j, k, each variable point to the axe (x, y, z). Are i,j,k scalars or ...
Choz's user avatar
  • 11
1 vote
1 answer
1k views

Perlin Noise with Smooth function vs Lerp

I tried implementing Perlin Noise using the Wikipedia as my main resource. From what I can tell my implementation of the ...
Archmede's user avatar
  • 491
2 votes
2 answers
815 views

Can somebody explain this Ray Tracing Function?

I am currently reading through Peter Shirley's Ray Tracing in One Weekend. In the beginning chapters where the author introduces diffuse surfaces we a presented with this function: ...
Arjan Singh's user avatar
  • 2,491
11 votes
3 answers
7k views

What is the difference between a point transformation and a vector transformation?

This is what my lecturer told me in the coursework: We only consider 4*4 matrices. These are used to rotate, scale or translate objects (or any combination of these operations). Matrices are also ...
S.A's user avatar
  • 317
4 votes
1 answer
741 views

Normal vector in Phong Illumination Model should be normalized?

I'm studying Illumination subject these days and I was given a problem which asks to calculate the intensity using phong illumination model. I'm little bit confused whether I should calculate normal ...
Samitha Nanayakkara's user avatar
5 votes
1 answer
170 views

Where should I project a polygon corner when it is behind me?

I am creating a simple 3D engine as a learning project to get the hang on spherical trigonometry. I am using the following approach. 1. A model consists of a lot of triangular faces. 2. Each triangle ...
SE - stop firing the good guys's user avatar
2 votes
1 answer
90 views

How can I draw a tube on basis of position and angle between two 3d points?

I'm struggling with this idea of creating two particles in 3d and draw a tube between them. I can't figure out how to properly set the angle of the tube. I've used two approaches: calculating the ...
MishaHahaha's user avatar
4 votes
0 answers
1k views

Represent vector with arrow

Another code review question. I am trying to draw an arrow to represent a vector. I have started with an unit arrow with vertices defined as follows: ...
Sayan Pal's user avatar
  • 263
2 votes
1 answer
3k views

Creating vector shapes using only C++ [closed]

I've been researching for quite a while and I couldn't find any explanation or at least a how to create a vector graphic application (specifically in windows) where I can create a 3D vector shape, say ...
charle's user avatar
  • 21
4 votes
2 answers
193 views

intersection between line segments - narrowed precondition

I believe that the issue may already have been discussed here. I want to find if two line segments does intersect and if they do then find and store and intesection points. Now it is already confirmed ...
sajis997's user avatar
  • 1,289
24 votes
1 answer
26k views

Get vector length with GLM

I am quite confused over how GLM library is behaving or I am using it improperly. glm::vec2 testVec(6,-4); float len = testVec.length(); I get the value ...
sajis997's user avatar
  • 1,289
5 votes
1 answer
1k views

Test if a point is on a line segment

I have a line segment defined by two end points. And I have another randomly chosen third point and I want to find out if the third point is on the line segment or not. By "On the line segment", I ...
sajis997's user avatar
  • 1,289
5 votes
1 answer
2k views

Interpolating vectors on a grid

If you have values on a grid and you want to find the value of a point within one of the cells, you can use techniques like bilinear or bicubic interpolation to get the data at that point. What ...
Alan Wolfe's user avatar
  • 7,811
8 votes
2 answers
2k views

Ray tracing with thin lens camera

I'm reading Cook's paper "Stochastic Sampling and Distributed Ray Tracing", I don't understand how the rays are generated. He says: Determine the focal point by constructing a ray from the eye ...
arcollector's user avatar
4 votes
2 answers
2k views

Correct view-space transform

I am attempting to model a simple graphics pipeline (i.e. Local->Word->View->Screen->2D spaces). I've been looking at the algorithm required to transform from world to view-space and using the ...
davidhood2's user avatar
6 votes
1 answer
399 views

Graphics Pipeline: Viewspace & Back face culling incorrectly

I'm attempting to model a simple graphics pipeline - using Matlab at the moment as a modelling tool to get the transformations correct. I appreciate there are software tools that would make this ...
davidhood2's user avatar