一些数学的东西 Flashcards

1
Q

向量(a, b, c)和向量(d, e, f)的行列式是什么?

A

(bf - ce, -(af - cd), ae - bd)

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2
Q

漫反射光强度看什么?
镜面反射强度看什么?

A

看光线和表面法线的点积,夹角越小越强。
看视线和反射光线的点积,反射光通过l和n计算,夹角越小越强。

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3
Q

一些glsl常用语法:
1.标准化为单位向量
2.计算A点到B点的长度

A

1.normalize(vec3)
2.float xx = length(vec3 B点-vec3 A点)

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4
Q

点积的几何意义

A

夹角大于0小于90,A·B>0,点积等于0夹角90,点积小于0夹角大于90。
可以解释成向量A在向量B方向上的投影长度乘以向量B的长度,也可以反向解释
l和n的点积可以计算漫反射的光强(cosθ),夹角越小,光强越大

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5
Q

如果向量A和向量B平行,则

A

A和B的点积正好等于两个向量的长度相乘或乘积取反,叉积为0向量,可以表示等比例关系:A=kB

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6
Q

仿射空间的规则

A

点+点=点
点+向量=点
点-点=向量
向量+向量=向量

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7
Q

sin(A+B)=?
cos(A-B)=?

A

sin(A+B)=sinAcosB+cosAsinB
cos(A-B)=cosAcosB-sinAsinB

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8
Q

对于点来说的转换公式是什么?两个字母是什么意思?

A

P’=(RD01)P
R表示上个坐标轴在转换后坐标轴上的分量,D是原点位置

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9
Q

Rx是什么,Ry是什么,Rz是什么

A

[cosA sinA]
[-sinA cosA]
A是旋转的角度,注意这是y,sinA的符号相反

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10
Q

缩放旋转平移顺序

A

先缩放,再旋转

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11
Q

完美反射的反射光的公式

A

r = 2(l点n)n - l

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12
Q

unit sphere的implicit representation

A

f(x, y, z) = x^2+y^2+z^2 - 1 = 0
也可以表示成OP的点积-1
即f(p) = p点p - 1
p为(x, y, z)

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13
Q

普通sphere的implicit representation

A

f(x, y, z) = x^2 + y^2 +z^2 - r^2 = 0

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14
Q
A
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