Games101----A Swift and Brutal Introduction to Linear Algebra(1)

向量

1.1 简介

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  • 通常写成 a ⇀ \overrightharpoon{a} a ,或者a
  • 或者使用起点和终点表示 A B ⇀ = B − A \overrightharpoon{AB} = B - A AB =BA
  • 有大小和方向;
  • 没有绝对的起点。

1.2 单位向量

  • 向量的长度写成 ∥ a ⇀ ∥ \|\overrightharpoon{a}\| a ;
  • ∥ a ⇀ ∥ = 1 \|\overrightharpoon{a}\| = 1 a =1的向量为单位向量,记作 a ˆ = a ⇀ / ∥ a ⇀ ∥ \text{\^{a}} = \overrightharpoon{a}/\|\overrightharpoon{a}\| aˆ=a /a ;
  • 用来表示方向。

1.3 向量加法

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  • 几何:平行四边形法则或者三角形法则,如上图;
  • 代数:相应的坐标相加。

1.4 点(标量)乘

1.4.1 简介

  • a ⇀ ∙ b ⇀ = ∥ a ⇀ ∥ ∥ b ⇀ ∥ cos ⁡ θ \overrightharpoon{a} \bullet \overrightharpoon{b} = \|\overrightharpoon{a}\| \|\overrightharpoon{b}\| \cos\theta a b =a b cosθ;
  • cos ⁡ θ = a ⇀ ∙ b ⇀ ∥ a ⇀ ∥ ∥ b ⇀ ∥ \cos\theta = \cfrac{\overrightharpoon{a} \bullet \overrightharpoon{b}}{\|\overrightharpoon{a}\| \|\overrightharpoon{b}\| } cosθ=a b a b ;
  • 对于单位向量: cos ⁡ θ = a ˆ ∙ b ˆ \cos\theta=\text{\^{a}} \bull \text{\^{b}} cosθ=aˆbˆ.

1.4.2 性质

  • 交换律: a ⇀ ∙ b ⇀ = b ⇀ ∙ a ⇀ \overrightharpoon{a} \bullet \overrightharpoon{b} = \overrightharpoon{b} \bullet \overrightharpoon{a} a b =b a ;
  • 分配律: a ⇀ ∙ ( b ⇀ + c ⇀ ) = a ⇀ ∙ b ⇀ + a ⇀ ∙ c ⇀ \overrightharpoon{a} \bullet (\overrightharpoon{b} + \overrightharpoon{c}) = \overrightharpoon{a} \bullet \overrightharpoon{b} + \overrightharpoon{a} \bullet \overrightharpoon{c} a (b +c )=a b +a c ;
  • 结合律: ( k a ⇀ ) ∙ b ⇀ = a ⇀ ∙ ( k b ⇀ ) (k\overrightharpoon{a}) \bullet \overrightharpoon{b} = \overrightharpoon{a} \bullet (k\overrightharpoon{b}) (ka )b =a (kb ).

1.4.3 点乘在坐标系的运算

各分量相乘,然后加起来

  • 2D: a ⇀ ∙ b ⇀ = ( x a y a ) ∙ ( x b y b ) = x a x b + y a y b \overrightharpoon{a} \bullet \overrightharpoon{b} = \biggl( \begin{matrix} x_a \\ y_a \end{matrix} \biggr) \bullet \biggl( \begin{matrix} x_b \\ y_b \end{matrix} \biggr) = x_ax_b + y_a y_b a b =(xaya)(xbyb)=xaxb+yayb;
  • 3D: a ⇀ ∙ b ⇀ = ( x a y a z a ) ∙ ( x b y b z b ) = x a x b + y a y b + z a z b \overrightharpoon{a} \bullet \overrightharpoon{b} = \biggl( \begin{matrix} x_a \\ y_a \\ z_a \end{matrix} \biggr) \bullet \biggl( \begin{matrix} x_b \\ y_b \\ z_b\end{matrix} \biggr) = x_ax_b + y_a y_b+z_az_b a b =(xayaza)(xbybzb)=xaxb+yayb+zazb.

1.4.4 点乘在图形学中的应用

  • 求两向量之间的夹角,如光线和平面之间的夹角;
  • 求一个向量在另一个向量上的投影。
    在这里插入图片描述
    • b ⇀ ⊥ = k a ˆ \overrightharpoon{b}_\bot = k\text{\^{a}} b =kaˆ;
    • k = ∥ b ⇀ ⊥ ∥ = ∥ b ⇀ ∥ cos ⁡ θ k = \|\overrightharpoon{b}_\bot\| = \|\overrightharpoon{b}\|\cos\theta k=b =b cosθ.
  • 测量两向量的接近程度;
  • 分解向量;
  • 决定前后。
    在这里插入图片描述

1.5 叉乘

1.5.1 简介

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  • 与两个初始向量正交;
  • 符合右手法则;
  • 构造坐标系统的时候很有用。

1.5.2 性质

  • x ⇀ × y ⇀ = + z ⇀ \overrightharpoon{x} \times \overrightharpoon{y} = +\overrightharpoon{z} x ×y =+z ;
  • y ⇀ × x ⇀ = − z ⇀ \overrightharpoon{y} \times \overrightharpoon{x} = -\overrightharpoon{z} y ×x =z ;
  • y ⇀ × z ⇀ = + x ⇀ \overrightharpoon{y} \times \overrightharpoon{z} = +\overrightharpoon{x} y ×z =+x ;
  • z ⇀ × y ⇀ = − x ⇀ \overrightharpoon{z} \times \overrightharpoon{y} = -\overrightharpoon{x} z ×y =x ;
  • z ⇀ × x ⇀ = + y ⇀ \overrightharpoon{z} \times \overrightharpoon{x} = +\overrightharpoon{y} z ×x =+y ;
  • x ⇀ × z ⇀ = − y ⇀ \overrightharpoon{x} \times \overrightharpoon{z} = -\overrightharpoon{y} x ×z =y ;
  • a ⇀ × b ⇀ = − b ⇀ × a ⇀ \overrightharpoon{a} \times \overrightharpoon{b} = -\overrightharpoon{b} \times \overrightharpoon{a} a ×b =b ×a ;
  • a ⇀ × a ⇀ = 0 \overrightharpoon{a} \times \overrightharpoon{a} = 0 a ×a =0;
  • a ⇀ × ( b ⇀ + c ⇀ ) = a ⇀ × b ⇀ + a ⇀ × c ⇀ \overrightharpoon{a} \times (\overrightharpoon{b} + \overrightharpoon{c}) = \overrightharpoon{a} \times \overrightharpoon{b}+\overrightharpoon{a} \times \overrightharpoon{c} a ×(b +c )=a ×b +a ×c ;
  • a ⇀ × ( k b ⇀ ) = k ( a ⇀ × b ⇀ ) \overrightharpoon{a} \times (k\overrightharpoon{b}) = k(\overrightharpoon{a} \times \overrightharpoon{b}) a ×(kb )=k(a ×b ).
  • 坐标系下的叉乘:
    a ⇀ × b ⇀ = ( y a z b − y b z a z a x b − x a z b x a y b − y a x b ) \overrightharpoon{a} \times \overrightharpoon{b} = \biggl( \begin{matrix} y_az_b-y_bz_a \\ z_ax_b-x_az_b \\ x_ay_b-y_ax_b \end{matrix} \biggr) a ×b =(yazbybzazaxbxazbxaybyaxb)

1.5.3 图形学中的叉乘

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  • 确定左右;
    在这里插入图片描述
  • 确定内外。

1.6 正交基/坐标系

  • 对于点(points)、位置(positions、locations)的表示非常重要;(position和location有什么区别?个人理解是主观角度不一样,postion表示某个点或某个物体处于什么位置,location表示客观存在的位置。感觉很难用语言表述清楚)。
  • 图形学中,有很多坐标系统,如全局坐标系、局部坐标系、模型坐标系、世界坐标系…
  • 正交坐标系统:任意三个向量,满足:
    • ∥ u ⇀ ∥ = ∥ v ⇀ ∥ = ∥ w ⇀ ∥ = 1 \|\overrightharpoon{u}\| = \|\overrightharpoon{v}\| = \|\overrightharpoon{w}\| = 1 u =v =w =1;
    • u ⇀ ∙ v ⇀ = 0 \overrightharpoon{u} \bullet \overrightharpoon{v}=0 u v =0; v ⇀ ∙ w ⇀ = 0 \overrightharpoon{v} \bullet \overrightharpoon{w}=0 v w =0; u ⇀ ∙ w ⇀ = 0 \overrightharpoon{u} \bullet \overrightharpoon{w}=0 u w =0;
    • u ⇀ × v ⇀ = w ⇀ \overrightharpoon{u} \times\overrightharpoon{v}=\overrightharpoon{w} u ×v =w (右手法则);
    • 对于任意向量 p ⇀ \overrightharpoon{p} p p ⇀ = ( p ⇀ ∙ u ⇀ ) u ⇀ + ( p ⇀ ∙ v ⇀ ) v ⇀ + ( p ⇀ ∙ w ⇀ ) w ⇀ \overrightharpoon{p} = (\overrightharpoon{p} \bull \overrightharpoon{u})\overrightharpoon{u}+(\overrightharpoon{p} \bull \overrightharpoon{v})\overrightharpoon{v}+(\overrightharpoon{p} \bull \overrightharpoon{w})\overrightharpoon{w} p =(p u )u +(p v )v +(p w )w .
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