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Geometry provides a mathematical foundation for much of computer graphics:
- Geometric Spaces: Vector, Affine, Euclidean, Cartesian, Projective
- Affine Geometry
- Affine Transformations
- Perspective
- Projective Transformations
- Matrix Representation of Transformations
- Viewing Transformations
- Quaternions and Orientation
You probably learned geometry relative to coordinate axes,
with points and vectors being given by (x,y,z) triples.
- You ``move that far'' in each coordinate (away from the
origin) to find a point.
- Points are fixed while vectors are free to move anywhere.
- This approach glosses over mathematical details...
Formally, there is a hierarchy of geometric spaces, defined by
- Sets of objects.
- Operations on those objects.
- Invariants.
CS488/688: Introduction to Interactive Computer Graphics
University of Waterloo
Computer Graphics Lab
cs488@cgl.uwaterloo.ca