
On-Line Computer Graphics Notes
Overview
In computer graphics we manipulate objects which may include light sources, cameras, and models in our scenes. Each of these is likely to be defined in its own coordinate system and then placed within the scene we are modeling. We must be able to relate these coordinate systems, both to a global coordinate system and to each other. We place coordinate systems into an affine space through the use of frames.
For a postscript version of these notes look here.
Definition of a Frame
Let
be an
affine space
of dimension n. Let
be a point
in this space and let
be any
basis
for
. We call the
collection
a frame
for
. Frames form coordinate systems in our affine space:
If we are given a point
, then it
can be written as
, where
is the origin of the frame and
is a vector.
Since
forms a basis for
,
the vector
can be written uniquely as
![]()
and so the point
can be written uniquely as
![]()
The set of values
are the coordinates of
relative to the frame
.
Two-dimensional examples of frames are fairly straightforward to produce. These frames contain two vectors and a point representing the origin of the frame. The vectors form a basis for the vector space of all two-dimensional vectors.
Matrix representation of Points and Vectors
Points and vectors can be uniquely identified by the coordinates
relative to a specific frame.
Given a frame
in an affine space
, we can write a point
uniquely as
![]()
This can also be written in matrix notation as

Similarly, since the vectors of our affine space form a
vector space,
we can write a vector
uniquely as
![]()
which can be written as

Thus, points are represented as row vectors whose last component is
1 and vectors are represented as row vectors whose last component is
0 (zero).
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This document maintained by
Ken Joy
All contents copyright (c) 1996, 1997 |
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