Analytic geometry for imaging

Points and vectors, dot and cross products, lines and planes, ray intersection and linear interpolation: the calculations behind lighting, rendering and gradients.

  • 29 cards
  • 5 topics
  • Free

The outline, topic by topic

Each topic is weighted the way the exam weighs it.

  1. Concepts
  2. Questions
  3. Sort and link
  4. The numbers
  5. Understand

A few cards from the deck

  • Dot product: what is it?

    Show the answer

    The number obtained by adding the products of the matching components of two vectors; it also equals ‖u‖ ‖v‖ cos θ, where θ is the angle between them.

    It is positive for an acute angle, zero for a right angle, negative for an obtuse one: it is the basic orientation test in rendering.

  • What is u · v for u = (2, 3) and v = (3, −2), and what does the result tell you?

    • 0: the vectors are perpendicular
    • 0: the vectors are parallel
    • 12: the vectors form an acute angle
    • 6: the vectors form an acute angle
    Show the answer

    0: the vectors are perpendicular

    2 × 3 + 3 × (−2) = 6 − 6 = 0. A zero dot product means perpendicular vectors, not parallel ones: for parallel vectors it equals ± ‖u‖ ‖v‖. 12 comes from a sign mistake on the second component, 6 from forgetting the second one.

  • The dot product of u and v equals ‖u‖ ‖v‖ × …, and it is zero when the two vectors are ….

    Show the answer

    The dot product of u and v equals ‖u‖ ‖v‖ × cos θ, and it is zero when the two vectors are perpendicular.

    cos 90° = 0: this is how a right angle is tested without computing the angle. To get θ itself, take the arccosine of u · v / (‖u‖ ‖v‖).

  • Cross product: what is it?

    Show the answer

    An operation on two 3D vectors that gives a vector perpendicular to both, of length ‖u‖ ‖v‖ sin θ, oriented by the right-hand rule.

    Unlike the dot product, the result is a vector, and the order matters: u × v = −(v × u).