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Coordinate system
Defined by an origin point and the orientation and the scale of a set of coordinate axes
Point p = (x,y)
Refers to a location in space, specified relative to a coordinate system
Vector v = <m,n>
Refers to displacement
Displacement
An amount of change in each coordinate and is typically drawn as an arrow pointing along the direction of displacement
Initial point or tail
The point where the arrow begins
Terminal point or head
The point where the arrow ends; indicates the result when the displacement has been applied to the initial point
Length or magnitude
The distance between the initial and terminal point of the vector
Standard position
A vector whose initial point is located at the origin
Scalars
Individual numbers that are not part of a point or vector
Pythagorean theorem
Used to determine the length/magnitude of a vector
Matrix
A rectangular array of values called elements that are typically accessed by means of subscripts
Identity matrix
Contains all zeros with ones along the diagonal. Any point or matrix multiplied by the identity matrix is unchanged
Transpose of a matrix
Computed by interchanging its rows and columns
Scalar multiplication
You can multiply a scalar by each element of the matrix using the dot operator
Matrix multiplication
You can only multiply matrices if the number of columns on the left hand side is equal to the number of rows on the right hand side of the matrix
Geometric transformation
Refers to a change applied to an object in terms of size, orientation, or position
Scaling
The objects dimension are either expanded or compressed to change its size
Translation
The object is moved to another position or location on the screen
Rotation
The object is moved around a fixed point at a given angle; in 2d it rotates vectors around the origin point; in 3d it rotates vectors around a line
Scaling factor
Used to determine whether the size of an object will increase or decrease; if greater than 1 = increased; if less than 1 = decreased
Translation vector (shift vector)
Defines the distance to move an object's coordinate
Sine and cosine
Given the initial x, y, z coordinates of an object and the rotation angle, you can determine the new coordinates by creating 4x4 matrices with combinations of the _____ and _____ functions
Frustum or truncated pyramid
The shape of the viewable region in a perspective projection
Near and far distances
Refers to the distance from the viewer (along the z-axis)
Angle of view
Measures how much of the scene is visible to the viewer
Aspect ratio
Used to specify the shape of the frustum
Projection window
A flat rectangular region in space corresponding to the rendered image