Graphics Gems II by James Arvo
Author:James Arvo
Language: eng
Format: mobi, pdf
Tags: Computer Graphics Mathematics, Computer Graphics, Programming, Games, Computers
ISBN: 9780120644810
Publisher: Academic Press
Published: 1991-09-15T16:37:22+00:00
k
Moreover, we now can take
Q = P ,
j
0 j
N = {( P – P ) × ( P – P )}/|( P – P ) × ( P – P )|
j
1 j
0 j
2 j
0 j
1 j
0 j
2 j
0 j
Putting this all together, we get the formula:
1
Volume(Polyhedron) = ∑ ( P ⋅ N ) N ⋅ ∑ P × P
6
0 j
j
j
kj
k +1, j
j
k
,
where N is defined in the preceding in terms of the vertices of the
j
polyhedron. Notice again that these two formulas for volume are valid
even for nonconvex polyhedra.
See also I.1 The Area of a Simple Polygon, Jon Rokne
GRAPHICS GEMS II Edited by JAMES ARVO
171
IV.2 GETTING AROUND ON A SPHERE
IV.2
GETTING AROUND ON A
SPHERE
Clifford A. Shaffer
Virginia Tech
Blacksburg, Virginia
Given a point P on a sphere, this gem describes how to compute the new
coordinates that result from moving in some direction. I recently used
this material when developing a browsing system for world-scale maps.
When “looking down” at a position on the sphere, the user of the
browsing system can shift the view to the left, right, up, or down.
The first thing to realize is that while latitude and longitude are
convenient for people, most calculations for the sphere are done more
easily in Cartesian coordinates. Given longitude λ, latitude φ, and a
sphere of radius R with center at the origin of the coordinate system, the
conversions are:
x = R cos λ cos φ;
y = R sin λ cos φ;
z = R sin φ;
y
z
R = x 2 + y 2 + z 2 ;
λ = arctan ;
φ = arctan
x
x 2 + y 2 .
Given point P on the sphere, the plane T tangent to the sphere at P
will have its normal vector going from the origin through P. Thus, the
first three coefficients for the plane equation will be T = P , T = P ,
a
x
b
y
T = P . Since the plane must contain P, T = –( P ⋅ P), i.e., the negative c
z
d
of the dot product between the vector from the origin to P and itself.
Movement on the sphere must be in some direction. One way to specify
directions is by means of a great circle G going through the current point
P. In this way, we can describe movement as either along G, or in a
direction at some angle at G. G will be contained in some plane J, with
J = 0 (since it must go through the origin). For example, the plane for
d
the great circle containing point P and the north pole N at (0, 1, 0) will
GRAPHICS GEMS II Edited by JAMES ARVO
172
IV.2 GETTING AROUND ON A SPHERE
have normal P × N, or the cross product of the vector from the origin to
P with the vector from the origin to N. Taking the cross product in this
order will make rotations by θ appear clockwise when looking along the
direction of the normal vector from the plane.
Moving along the great circle simply will be a rotation by some angle θ.
The rotation axis will be the normal vector for the plane of the great
circle.
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