From 7f920c01ad003029f737f66d6fd096a0f6505662 Mon Sep 17 00:00:00 2001 From: light7734 Date: Sun, 3 Aug 2025 11:41:52 +0330 Subject: [PATCH] article(graphics-pipeline/geometry-processing): wip --- .../geometry-processing/+page.svx | 130 ++++++++++++++---- 1 file changed, 100 insertions(+), 30 deletions(-) diff --git a/src/routes/articles/the-graphics-pipeline/geometry-processing/+page.svx b/src/routes/articles/the-graphics-pipeline/geometry-processing/+page.svx index de99bc6..0822697 100644 --- a/src/routes/articles/the-graphics-pipeline/geometry-processing/+page.svx +++ b/src/routes/articles/the-graphics-pipeline/geometry-processing/+page.svx @@ -8,7 +8,10 @@ import Image from "../../Image.svelte" import Note from "../../Note.svelte" import Tip from "../../Tip.svelte" -let i, red,j,green; +let a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z; +let A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z; +let red, green, yellow, blue, purple, cyan, orange, black, white, gray, color; + Ever wondered how games put all that gore on your display? All that beauty is brought into life by @@ -27,7 +30,7 @@ But why exactly **4-parts**? Like any pipeline, the **graphics pipeline** is made up of several **stages**, each of which can be a mini-pipeline in itself or even parallelized. -Each stage takes some input (data and configuration) to generate some output data for the next stage. +Each stage takes some **input** (data and configuration) to generate some **output** data for the next stage. @@ -465,7 +468,7 @@ your time** :) ## Linear Algebra --- Vectors -**Vectors** are the **fundamental** building blocks of the linear algebra. And we're going to get +**Vectors** are the **fundamental** building blocks of **linear algebra**. And we're going to get really familiar with them :) But what is a **vector** anyways? As all things in life, it depends. For a **physicist**, vectors are **arrows pointing in space**, and what defines them is their **length** (or **magnitude**) @@ -490,38 +493,114 @@ to be in the simple world of a computer scientist: But **mathematically** speaking, vectors are a lot more **abstract**. Virtually **any** representation of **vectors** (which is called a **vector-space**) is valid as long as they follow a set of **axioms**. It doesn't matter if you think of them as **arrows in space** that happen to have a **numeric representation**, -or as a **list of numbers** that happen to have a cute **geometric interpretation** (or even certain mathmatical **functions**). -As long the [aximos of vector spaces](https://www.math.ucla.edu/~tao/resource/general/121.1.00s/vector_axioms.html) apply to them, they're vectors. +or as a **list of numbers** that happen to have a cute **geometric interpretation**. +As long the

A **real vector space** is a set X with a special element 0, and three operations -However, we won't go into such axioms as we're not interested in **abstract** thinking here. -We're aiming to do something **concrete** like **linear transformations** of a set of vertices (models). +- **Addition**: Given two elements x, y in X, one can form the sum x+y, which is also an element of X. + +- **Inverse**: Given an element x in X, one can form the inverse -x, which is also an element of X. + +- **Scalar multiplication**: Given an element x in X and a real number c, one can form the product cx, which is also an element of X. + +These operations must satisfy the following axioms: + +* **Additive axioms**. For every x,y,z in X, we have + - x+y = y+x. + - (x+y)+z = x+(y+z). + - 0+x = x+0 = x. + - (-x) + x = x + (-x) = 0. + +* **Multiplicative axioms**. For every x in X and real numbers c,d, we have + - 0x = 0 + - 1x = x + - (cd)x = c(dx) + +* **Distributive axioms**. For every x,y in X and real numbers c,d, we have + - c(x+y) = cx + cy. + - (c+d)x = cx +dx. + + +[source](https://www.math.ucla.edu/~tao/resource/general/121.1.00s/vector_axioms.html) + + apply to them, they're vectors. + + + +
+
+ +```math +\bar{v} = \begin{pmatrix} \color{red}x \\ \color{green}y \\ \color{blue}z \\ \vdots \end{pmatrix} +``` + +
+ +From such **abstraction**, we achieve **generalization**. Instead of solving a specific problem, mathematicians provide us tools (operations) +that can be useful in many fields. However! we won't go into such axioms as we're not interested in **abstract** thinking here. +We're aiming to do something **concrete** **linear transformation** of a set of vertices (models). So it would be ideal for us to think of them like this: -- A vector describes a series of steps to perform a **transformation** in space. -- A vector has the properties: **direction** and **magntitude**. -- If its **magntitude** is exactly **1**, then it describes a **direction** in space and is called a **unit vector**. +- A vector describes a series of steps for performing a **transformation** in space. +- A vector has 2 properties: **direction** and **magntitude**. +- If its **magntitude** is exactly **1**, then it only describes a **direction** in space and is called a **unit vector**. -Let's go over these points one by one. +Let's go over these points one by one. We'll focus mostly on **2-dimensional** vectors for simplicity and easier +visualization, but same principles easily extend to **3-dimensions**. -**Basis Vector** +Given the vector $\bar{V}$; the first element ($\color{red}\bar{V}_{x}$) tells us how much to move **horizontally**---along the $\color{red}x$-axis; +and the second element ($\color{green}\bar{V}_{y}$) tells us how much to move **vertically**---along the $\color{green}y$-axis: + + + +**Insert image here** + +$\color{red}\bar{V}_{x}$: move $-5$ units parallel to the $\color{red}x$-axis (left) + +$\color{green}\bar{V}_{y}$: move $+3$ units parallel to the $\color{green}y$-axis (up) + + + +As you can see, it's just elementary school number line, but extended into a higher dimension; very simple. + +If you paid close attention, you can see that there's an imaginary **triangle** formed there! $\color{red}\bar{V}_{x}$ as the **adjacent** side, +$\color{green}\bar{V}_{y}$ as the **oppoosite** side and the $\bar{V}$ itself as the **hypotenuse**. + + +**Insert image here** + + + +And if you're clever enough, you've already figured out how to calculate the **length** of $\bar{V}$! +Using the **pythagorean theorem**, we can calculate it like so: + + + +```math +\Vert\bar{V}\Vert = \sqrt{\color{red}x^2 \color{white}+ \color{green}y^2} \color{white}= \sqrt{\color{red}(-5)^2 \color{white}+ \color{green}(3)^2} \color{white}\approx5.83 +``` + +And if $\bar{V}$ is 3-dimensional: + +```math +\Vert\bar{V}\Vert = \sqrt{\color{red}x^2 \color{white}+ \color{green}y^2 \color{white}+ \color{blue}z^2} +``` + + **Additions** -**Multiplication** - **Scalar Operations** -**Cross Product** +**Multiplication --- Cross Product** -**Dot Product** +**Multiplication --- Dot Product** +There's another piece of information we can extract using **trigonometry**. The **length** of the vector isn't the only thing we can get from **trigonometry**. We can also **compare** the **directions** of two vectors. But this needs a bit of explaination. Imagine two vectors: the $\color{red}\hat{i}$ and the $\color{green}\hat{j}$ - - Let's discuss **scalar** operations. A **scalar** is a number that **scales** the vector by itself. Most often we're only interested in doing **multiplication** (denoted by $\cdot$ symbol). Yet the other 3 operatoins (/, +, -) are also defined for **scalars**. Here are two examples: @@ -543,11 +622,8 @@ Subtraction -A **visual** and very **intuitive** explaination of these concepts is beyond the scope of this article. -If you're interested in **mathematics** (bet you are) and **visualization**, -then I highly recommend watching the [Essence of Linear Algebra](https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab) -by **3Blue1Brown**. -His math series can give you a great intuitive understanding using very smooth visuals. +If you're interested in **mathematics** (bet you are) and **visualization**, then I highly recommend watching the [Essence of Linear Algebra](https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab) +by **3Blue1Brown**. His math series gives you great intuitive understanding of linear algebra. And much of my own understanding comes from this series---and the other sources references at the end. @@ -564,7 +640,7 @@ And much of my own understanding comes from this series---and the other sources **Division (or lack there of)** -**Identity Matrix** +**Identity Matrix & Basis Vectors** ## Linear Algebra --- Transformations @@ -589,12 +665,6 @@ I've left links at the end of this article for further study. **Translation** - - -Why are we using 4D matrixes for vertices that are three dimensional? - - - **Embedding it all in one matrix** Great! You've refreshed on lots of cool mathematics today, let's get back to the original discussion.