投影几何和对偶图形,游戏和可视化

V. Skala
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引用次数: 22

摘要

本教程给出了射影几何及其在几何、GPU计算和游戏中的应用的实际概述。它将展示如何典型的几何和计算问题可以很容易地解决,如果重新表述使用射影几何。所提出的算法易于理解和实现,并且具有鲁棒性。齐次坐标和射影几何大多只与几何变换有关。然而,欧几里得系统的射影扩展允许对易于解决的几何问题进行重新表述。在许多情况下,从几何和计算的角度来看,相当复杂的公式变得简单了。此外,它们还导致了简单的并行化和矩阵向量运算,这对于像GPU这样的矩阵向量硬件架构很方便。在这个简短的教程中,我们将介绍射影空间和齐次坐标的“实用理论”。我们将证明线性方程组的解等价于广义叉乘,以及它如何影响基本的几何算法。投影公式对于质心坐标的计算也很方便,因为它实际上是一个在GPU上作为一个时钟指令实现的叉积。预计还会有额外的提速。此外,投影表示的使用使许多几何问题的除法运算得以推迟,从而提高了算法的鲁棒性和稳定性。由于射影公式本身支持齐次坐标,因此不需要将点的坐标从齐次坐标转换为欧几里德坐标。所提出的方法也可以应用于计算问题、游戏和可视化应用。本教程的目标是算法开发人员在几何和图形,可视化和游戏。本课程也适用于对一般计算问题感兴趣的教育工作者和与会者。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Projective geometry and duality for graphics, games and visualization
The tutorial gives a practical overview of projective geometry and its applications in geometry, GPU computations and games. It will show how typical geometrical and computational problems can be solved easily if reformulated using the projective geometry. Presented algorithms are easy to understand, implement and they are robust. Homogeneous coordinates and projective geometry are mostly connected with geometric transformations only. However the projective extension of the Euclidean system allows reformulation of geometrical problems which can be easily solved. In many cases quite complicated formulae are becoming simple from the geometrical and computational point of view. In addition they lead to simple parallelization and to matrix-vector operations which are convenient for matrix-vector hardware architecture like GPU. In this short tutorial we will introduce "practical theory" of the projective space and homogeneous coordinates. We will show that a solution of linear system of equations is equivalent to generalized cross product and how this influences basic geometrical algorithms. The projective formulation is also convenient for computation of barycentric coordinates, as it is actually one cross-product implemented as one clock instruction on GPU. Additional speed up can be expected, too. Moreover use of projective representation enables to postpone division operations in many geometrical problems, which increases robustness and stability of algorithms. There is no need to convert coordinates of points from the homogeneous coordinates to the Euclidean one as the projective formulation supports homogeneous coordinates natively. The presented approach can be applied in computational problems, games and visualization applications as well. The tutorial is targeted to algorithm developers in geometry and graphics, visualization and games. The course is also intended for educators and attendees interested in computational issues in general.
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