Virtual Reality (VR) and Augmented Reality (AR) are transformative technologies that leverage 3D mathematics to create immersive experiences. This section will cover the fundamental concepts, mathematical principles, and practical applications of VR and AR.
Overview
Virtual Reality (VR)
- Definition: VR is a simulated experience that can be similar to or completely different from the real world. It typically involves the use of VR headsets to create a fully immersive environment.
- Applications: Gaming, training simulations, virtual tours, medical procedures, etc.
Augmented Reality (AR)
- Definition: AR overlays digital content onto the real world, enhancing the user's perception of their environment. This is often achieved through smartphones, tablets, or AR glasses.
- Applications: Navigation, maintenance, education, entertainment, etc.
Key Concepts
Coordinate Systems
- World Coordinate System: A global reference frame for positioning objects in 3D space.
- Local Coordinate System: A reference frame relative to a specific object or entity within the world coordinate system.
Transformations
- Translation: Moving objects in 3D space.
- Rotation: Rotating objects around an axis.
- Scaling: Changing the size of objects.
Projection
- Perspective Projection: Mimics the way the human eye perceives the world, with objects appearing smaller as they get further away.
- Orthographic Projection: Represents objects without perspective distortion, useful for technical and engineering drawings.
Mathematical Foundations
Homogeneous Coordinates
Homogeneous coordinates are used to represent points in 3D space, allowing for easier manipulation of transformations.
Example:
A point \( (x, y, z) \) in Cartesian coordinates can be represented as \( (x, y, z, 1) \) in homogeneous coordinates.
Transformation Matrices
Transformation matrices are used to perform translations, rotations, and scalings.
Translation Matrix:
\[
T = \begin{bmatrix}
1 & 0 & 0 & t_x
0 & 1 & 0 & t_y
0 & 0 & 1 & t_z
0 & 0 & 0 & 1
\end{bmatrix}
\]
Rotation Matrix (around the z-axis):
\[
R_z = \begin{bmatrix}
\cos \theta & -\sin \theta & 0 & 0
\sin \theta & \cos \theta & 0 & 0
0 & 0 & 1 & 0
0 & 0 & 0 & 1
\end{bmatrix}
\]
Scaling Matrix:
\[
S = \begin{bmatrix}
s_x & 0 & 0 & 0
0 & s_y & 0 & 0
0 & 0 & s_z & 0
0 & 0 & 0 & 1
\end{bmatrix}
\]
Practical Example: Placing a Virtual Object in AR
To place a virtual object at a specific location in AR, you need to apply a series of transformations.
- Define the object's local coordinates.
- Translate the object to the desired position in the world coordinate system.
- Rotate the object to align with the real-world orientation.
- Scale the object if necessary.
Code Example:
import numpy as np # Define the object's local coordinates (homogeneous) object_coords = np.array([1, 1, 1, 1]) # Define the translation matrix translation_matrix = np.array([ [1, 0, 0, 2], [0, 1, 0, 3], [0, 0, 1, 4], [0, 0, 0, 1] ]) # Define the rotation matrix (around z-axis by 45 degrees) theta = np.radians(45) rotation_matrix = np.array([ [np.cos(theta), -np.sin(theta), 0, 0], [np.sin(theta), np.cos(theta), 0, 0], [0, 0, 1, 0], [0, 0, 0, 1] ]) # Define the scaling matrix scaling_matrix = np.array([ [2, 0, 0, 0], [0, 2, 0, 0], [0, 0, 2, 0], [0, 0, 0, 1] ]) # Apply transformations transformed_coords = translation_matrix @ rotation_matrix @ scaling_matrix @ object_coords print("Transformed Coordinates:", transformed_coords)
Explanation:
- Object Coordinates: The initial coordinates of the object.
- Translation Matrix: Moves the object to position (2, 3, 4).
- Rotation Matrix: Rotates the object 45 degrees around the z-axis.
- Scaling Matrix: Scales the object by a factor of 2 in all directions.
- Transformation: The final coordinates after applying the transformations.
Practical Exercises
Exercise 1: Basic Transformations
Task: Apply a series of transformations to a point in 3D space.
- Translate the point (1, 2, 3) by (4, -2, 5).
- Rotate the point around the y-axis by 90 degrees.
- Scale the point by (0.5, 0.5, 0.5).
Solution:
import numpy as np # Define the point's coordinates (homogeneous) point_coords = np.array([1, 2, 3, 1]) # Define the translation matrix translation_matrix = np.array([ [1, 0, 0, 4], [0, 1, 0, -2], [0, 0, 1, 5], [0, 0, 0, 1] ]) # Define the rotation matrix (around y-axis by 90 degrees) theta = np.radians(90) rotation_matrix = np.array([ [np.cos(theta), 0, np.sin(theta), 0], [0, 1, 0, 0], [-np.sin(theta), 0, np.cos(theta), 0], [0, 0, 0, 1] ]) # Define the scaling matrix scaling_matrix = np.array([ [0.5, 0, 0, 0], [0, 0.5, 0, 0], [0, 0, 0.5, 0], [0, 0, 0, 1] ]) # Apply transformations transformed_coords = translation_matrix @ rotation_matrix @ scaling_matrix @ point_coords print("Transformed Coordinates:", transformed_coords)
Exercise 2: AR Object Placement
Task: Place a virtual object at the coordinates (5, 5, 5) and rotate it 30 degrees around the x-axis.
Solution:
import numpy as np # Define the object's local coordinates (homogeneous) object_coords = np.array([1, 1, 1, 1]) # Define the translation matrix translation_matrix = np.array([ [1, 0, 0, 5], [0, 1, 0, 5], [0, 0, 1, 5], [0, 0, 0, 1] ]) # Define the rotation matrix (around x-axis by 30 degrees) theta = np.radians(30) rotation_matrix = np.array([ [1, 0, 0, 0], [0, np.cos(theta), -np.sin(theta), 0], [0, np.sin(theta), np.cos(theta), 0], [0, 0, 0, 1] ]) # Apply transformations transformed_coords = translation_matrix @ rotation_matrix @ object_coords print("Transformed Coordinates:", transformed_coords)
Conclusion
In this section, we explored the fundamental concepts and mathematical principles behind VR and AR. We covered coordinate systems, transformations, and projections, and provided practical examples and exercises to reinforce the concepts. Understanding these principles is crucial for developing immersive VR and AR experiences.
Mathematics 3D
Module 1: Fundamentals of Linear Algebra
- Vectors and Vector Spaces
- Matrices and Determinants
- Systems of Linear Equations
- Eigenvalues and Eigenvectors
Module 2: Linear Transformations
- Definition and Properties
- Transformation Matrices
- Rotations, Translations, and Scalings
- Composition of Transformations
Module 3: Geometry in 3D Space
- Coordinates and Planes
- Vectors in 3D Space
- Dot Product and Cross Product
- Equations of Planes and Lines