SlideShare ist ein Scribd-Unternehmen logo
1 von 20
MATHS 
ASSIGNMENT 
Made by:- Rajat shukla 
Roll no:-13BTCSNR005
 A quantity possessing both magnitude and 
direction, represented by an arrow the direction of 
which indicates the direction of the quantity and the 
length of which is proportional to the magnitude. 
We can represent vectors in our games to 
determine how to move entities in relation to each 
other.
Magnitude 
 The size, extent, or length of a Vector. 
 Direction 
 The position or orientation of a vector. 
Vectors point into different directions in 
space.
VECTOR ADDITION 
 Two vectors can be added together to form a new 
vector. To perform vector addition, add the x and y 
coordinates. 
 Syntax: 
 ( v1.x + v2.x, v1.y + v2.y ) = ( v3.x, v3.y ) 
 Example:- 
 v1 = (3,4) 
 v2 = (4,6) 
 v3 = (3+4,4+6) = (7,10)
VECTOR SUBTRACTION 
 Two vectors can be subtracted from each other to 
form a new vector. To perform vector subtraction, 
subtract the x and y coordinates. 
 Syntax 
 ( v1.x - v2.x, v1.y - v2.y ) = ( v3.x, v3.y ) 
 Example 
 v1 = (4,2) 
 v2 = (3,1) 
 v3 = (4-3,2-1) = (1,1)
UNIT VECTOR 
 In mathematics, a unit vector can be computed for 
any vector. A unit vector has the same direction as 
its parent but its length is 1 (the unit length). The 
unit vector is very important in video games. 
 Syntax: 
 Unit Vector = ( x / magnitude, y / magnitude ) 
 Example: 
 v1 = (3,4) 
 Magnitude = 5 
 Unit Vector = (3/5, 4/5)
SCALAR VECTOR 
 A vector can be multiplied or scaled by a number 
(scalar) to grow or shrink its magnitude. 
 Syntax 
 Scaled Vector = ( x * num, y * num ) 
 Example 
 number or scalar = 3 
 v1 = (3,4) 
 Scaled Vector = (3*3,4*3) = (9,12)
 From my research I have concluded that vectors 
can be used in many field such as navigation of 
aeroplane, ship and satelite,they are also used in 
gene cloning ,they are widely used in mechanics, 
physics and computer engineering. 
 They are also used in graphics by creating a 
smaller and adding them to get an real object 
 I am going to tell you about how vectors is used in 
today's 2D and 3D gaming technology.
VECTORS IN GAMING 
 In games, vectors are used to store positions, directions, and 
velocities. Here are some 2-Dimensional examples: 
 The position vector indicates that the man is standing two 
meters east of the origin, and one meter north. The velocity 
vector shows that in one minute, the plane moves three 
kilometers up, and two to the left. The direction vector tells us 
that the pistol is pointing to the right.
 Let's consider the example of Mario jumping. He starts 
at position (0,0). As he starts the jump, his velocity is 
(1,3) -- he is moving upwards quickly, but also to the 
right. His acceleration throughout is (0,-1), because 
gravity is pulling him downwards. Here is what his jump 
looks like over the course of seven more frames. The 
black text specifies his velocity for each frame. 
 We can walk through the first couple frames by hand to 
see how this works. 
 For the first frame, we add his velocity (1,3) to his 
position (0,0) to get his new position (1,3). Then, we add 
his acceleration (0,-1) to his velocity (1,3) to get his new 
velocity (1,2).
We do it again for the second frame. We add his velocity (1,2) to his 
position (1,3) to get (2,5). Then, we add his acceleration (0,-1) to his 
velocity (1,2) to get (1,1).
VECTOR SUBTRACTION 
 Subtraction works in the same way as addition -- 
subtracting one component at a time. Vector 
subtraction is useful for getting a vector that points 
from one position to another. For example, let's say 
the player is standing at (1,2) with a laser rifle, and 
an enemy robot is at (4,3). To get the vector that the 
laser must travel to hit the robot, you can subtract 
the player's position from the robot's position. This 
gives us: 
 (4,3)-(1,2) = (4-1, 3-2) = (3,1).
If the player P is at (3,3) and there is an 
explosion E at (1,2), we need to find the 
distance between them to see how much 
damage the player takes. This is easy to 
find by combining two tools we have already 
gone over: subtraction and length. We 
subtract P-E to get the vector between 
them, and then find the length of this vector 
to get the distance between them. The order 
doesn't matter here, |E-P| will give us the 
same result. 
 Distance = |P-E| = |(3,3)-(1,2)| = |(2,1)| =
 Vector graphics are based on vectors (also called paths or 
strokes), which lead through locations called control points or 
nodes. Each of these points has a definite position on the x 
and y axes of the work plane and determines the direction of 
the path; further, each path may be assigned a stroke color, 
shape, thickness, and fill. These properties don't increase the 
size of vector graphics files in a substantial manner, as all 
information resides in the document's structure, which 
describes solely how the vector should be drawn.
3D GRAPHICS 
 The basic idea of 3D graphics is to turn a mathematical 
description of a world into a picture of what that world would 
look like to someone inside the world. 
 Here is a much more complicated example, using thousands 
of triangles. The first picture shows the triangles used, the 
second picture is what it looks like with colours put in.
 Refrence sites and books 
 GE Hay, Vector and Tensor Analysis 
 B Hoffmann, About Vectors 
 http://www.gamasutra.com 
 http://www.gamedev.net 
 http://www-cs-students. 
stanford.edu/~amitp/gameprog.html 
 http://www.cc.gatech.edu/gvu/multimedia/nsfmmedi 
a/cware/graphics/toc.html 
www.GDCONF.com

Weitere ähnliche Inhalte

Was ist angesagt?

Application of derivatives
Application of derivativesApplication of derivatives
Application of derivatives
indu thakur
 

Was ist angesagt? (20)

derivatives math
derivatives mathderivatives math
derivatives math
 
Application of differentiation
Application of differentiationApplication of differentiation
Application of differentiation
 
ppt on application of integrals
ppt on application of integralsppt on application of integrals
ppt on application of integrals
 
Introduction to differentiation
Introduction to differentiationIntroduction to differentiation
Introduction to differentiation
 
B.tech ii unit-2 material beta gamma function
B.tech ii unit-2 material beta gamma functionB.tech ii unit-2 material beta gamma function
B.tech ii unit-2 material beta gamma function
 
Newton’s Forward & backward interpolation
Newton’s Forward &  backward interpolation Newton’s Forward &  backward interpolation
Newton’s Forward & backward interpolation
 
Application of integral calculus
Application of integral calculusApplication of integral calculus
Application of integral calculus
 
application of differential equations
application of differential equationsapplication of differential equations
application of differential equations
 
Introduction to calculus
Introduction to calculusIntroduction to calculus
Introduction to calculus
 
Complex integration its uses and types
Complex integration its uses and typesComplex integration its uses and types
Complex integration its uses and types
 
Jacobians new
Jacobians newJacobians new
Jacobians new
 
Newton's forward & backward interpolation
Newton's forward & backward interpolationNewton's forward & backward interpolation
Newton's forward & backward interpolation
 
Application of Derivatives
Application of DerivativesApplication of Derivatives
Application of Derivatives
 
Application of derivatives
Application of derivativesApplication of derivatives
Application of derivatives
 
Rolles theorem
Rolles theoremRolles theorem
Rolles theorem
 
Application of eigen value eigen vector to design
Application of eigen value eigen vector to designApplication of eigen value eigen vector to design
Application of eigen value eigen vector to design
 
Succesive differntiation
Succesive differntiationSuccesive differntiation
Succesive differntiation
 
Chapter 16 2
Chapter 16 2Chapter 16 2
Chapter 16 2
 
Limits And Derivative
Limits And DerivativeLimits And Derivative
Limits And Derivative
 
Derivatives and it’s simple applications
Derivatives and it’s simple applicationsDerivatives and it’s simple applications
Derivatives and it’s simple applications
 

Ähnlich wie vector application

Fundamentals of Multimedia - Vector Graphics.pdf
Fundamentals of Multimedia - Vector Graphics.pdfFundamentals of Multimedia - Vector Graphics.pdf
Fundamentals of Multimedia - Vector Graphics.pdf
FatihahIrra
 
Chapter 12 Section 12.1 Three-Dimensional Coordinate Sys
Chapter 12 Section 12.1  Three-Dimensional Coordinate SysChapter 12 Section 12.1  Three-Dimensional Coordinate Sys
Chapter 12 Section 12.1 Three-Dimensional Coordinate Sys
EstelaJeffery653
 
Two Dimensional Motion…, copyright Doug Bradley-Hutchison page.docx
Two Dimensional Motion…, copyright Doug Bradley-Hutchison page.docxTwo Dimensional Motion…, copyright Doug Bradley-Hutchison page.docx
Two Dimensional Motion…, copyright Doug Bradley-Hutchison page.docx
willcoxjanay
 
Lab 2Lab 2- Kinematics.pdf142017 Lab 2 Kinematicsh.docx
Lab 2Lab 2- Kinematics.pdf142017 Lab 2 Kinematicsh.docxLab 2Lab 2- Kinematics.pdf142017 Lab 2 Kinematicsh.docx
Lab 2Lab 2- Kinematics.pdf142017 Lab 2 Kinematicsh.docx
smile790243
 
Lecture Ch 03
Lecture Ch 03Lecture Ch 03
Lecture Ch 03
rtrujill
 

Ähnlich wie vector application (20)

Fundamentals of Multimedia - Vector Graphics.pdf
Fundamentals of Multimedia - Vector Graphics.pdfFundamentals of Multimedia - Vector Graphics.pdf
Fundamentals of Multimedia - Vector Graphics.pdf
 
An Introduction Linear Algebra for Neural Networks and Deep learning
An Introduction Linear Algebra for Neural Networks and Deep learningAn Introduction Linear Algebra for Neural Networks and Deep learning
An Introduction Linear Algebra for Neural Networks and Deep learning
 
Fundamentals of Physics "MOTION IN TWO AND THREE DIMENSIONS"
Fundamentals of Physics "MOTION IN TWO AND THREE DIMENSIONS"Fundamentals of Physics "MOTION IN TWO AND THREE DIMENSIONS"
Fundamentals of Physics "MOTION IN TWO AND THREE DIMENSIONS"
 
Vectors phy2 chp7
Vectors phy2 chp7Vectors phy2 chp7
Vectors phy2 chp7
 
Pertemuan 1 Vektor.pptx
Pertemuan 1 Vektor.pptxPertemuan 1 Vektor.pptx
Pertemuan 1 Vektor.pptx
 
Perspective in Informatics 3 - Assignment 1 - Answer Sheet
Perspective in Informatics 3 - Assignment 1 - Answer SheetPerspective in Informatics 3 - Assignment 1 - Answer Sheet
Perspective in Informatics 3 - Assignment 1 - Answer Sheet
 
Scalars and Vectors
Scalars and VectorsScalars and Vectors
Scalars and Vectors
 
precalculus 6.3
precalculus 6.3precalculus 6.3
precalculus 6.3
 
Chapter 12 Section 12.1 Three-Dimensional Coordinate Sys
Chapter 12 Section 12.1  Three-Dimensional Coordinate SysChapter 12 Section 12.1  Three-Dimensional Coordinate Sys
Chapter 12 Section 12.1 Three-Dimensional Coordinate Sys
 
1. VECTORS.pptx
1. VECTORS.pptx1. VECTORS.pptx
1. VECTORS.pptx
 
Vectors
VectorsVectors
Vectors
 
Two Dimensional Motion…, copyright Doug Bradley-Hutchison page.docx
Two Dimensional Motion…, copyright Doug Bradley-Hutchison page.docxTwo Dimensional Motion…, copyright Doug Bradley-Hutchison page.docx
Two Dimensional Motion…, copyright Doug Bradley-Hutchison page.docx
 
Computer graphic
Computer graphicComputer graphic
Computer graphic
 
Lab 2Lab 2- Kinematics.pdf142017 Lab 2 Kinematicsh.docx
Lab 2Lab 2- Kinematics.pdf142017 Lab 2 Kinematicsh.docxLab 2Lab 2- Kinematics.pdf142017 Lab 2 Kinematicsh.docx
Lab 2Lab 2- Kinematics.pdf142017 Lab 2 Kinematicsh.docx
 
Lecture Ch 03
Lecture Ch 03Lecture Ch 03
Lecture Ch 03
 
lec1.ppt
lec1.pptlec1.ppt
lec1.ppt
 
Vector Algebra.pptx
Vector Algebra.pptxVector Algebra.pptx
Vector Algebra.pptx
 
8. Vectors data frames
8. Vectors data frames8. Vectors data frames
8. Vectors data frames
 
3 d scaling and translation in homogeneous coordinates
3 d scaling and translation in homogeneous coordinates3 d scaling and translation in homogeneous coordinates
3 d scaling and translation in homogeneous coordinates
 
ONE-DIMENSIONAL SIGNATURE REPRESENTATION FOR THREE-DIMENSIONAL CONVEX OBJECT ...
ONE-DIMENSIONAL SIGNATURE REPRESENTATION FOR THREE-DIMENSIONAL CONVEX OBJECT ...ONE-DIMENSIONAL SIGNATURE REPRESENTATION FOR THREE-DIMENSIONAL CONVEX OBJECT ...
ONE-DIMENSIONAL SIGNATURE REPRESENTATION FOR THREE-DIMENSIONAL CONVEX OBJECT ...
 

Kürzlich hochgeladen

"Lesotho Leaps Forward: A Chronicle of Transformative Developments"
"Lesotho Leaps Forward: A Chronicle of Transformative Developments""Lesotho Leaps Forward: A Chronicle of Transformative Developments"
"Lesotho Leaps Forward: A Chronicle of Transformative Developments"
mphochane1998
 
DeepFakes presentation : brief idea of DeepFakes
DeepFakes presentation : brief idea of DeepFakesDeepFakes presentation : brief idea of DeepFakes
DeepFakes presentation : brief idea of DeepFakes
MayuraD1
 
+97470301568>> buy weed in qatar,buy thc oil qatar,buy weed and vape oil in d...
+97470301568>> buy weed in qatar,buy thc oil qatar,buy weed and vape oil in d...+97470301568>> buy weed in qatar,buy thc oil qatar,buy weed and vape oil in d...
+97470301568>> buy weed in qatar,buy thc oil qatar,buy weed and vape oil in d...
Health
 

Kürzlich hochgeladen (20)

FEA Based Level 3 Assessment of Deformed Tanks with Fluid Induced Loads
FEA Based Level 3 Assessment of Deformed Tanks with Fluid Induced LoadsFEA Based Level 3 Assessment of Deformed Tanks with Fluid Induced Loads
FEA Based Level 3 Assessment of Deformed Tanks with Fluid Induced Loads
 
A Study of Urban Area Plan for Pabna Municipality
A Study of Urban Area Plan for Pabna MunicipalityA Study of Urban Area Plan for Pabna Municipality
A Study of Urban Area Plan for Pabna Municipality
 
data_management_and _data_science_cheat_sheet.pdf
data_management_and _data_science_cheat_sheet.pdfdata_management_and _data_science_cheat_sheet.pdf
data_management_and _data_science_cheat_sheet.pdf
 
"Lesotho Leaps Forward: A Chronicle of Transformative Developments"
"Lesotho Leaps Forward: A Chronicle of Transformative Developments""Lesotho Leaps Forward: A Chronicle of Transformative Developments"
"Lesotho Leaps Forward: A Chronicle of Transformative Developments"
 
AIRCANVAS[1].pdf mini project for btech students
AIRCANVAS[1].pdf mini project for btech studentsAIRCANVAS[1].pdf mini project for btech students
AIRCANVAS[1].pdf mini project for btech students
 
Generative AI or GenAI technology based PPT
Generative AI or GenAI technology based PPTGenerative AI or GenAI technology based PPT
Generative AI or GenAI technology based PPT
 
Thermal Engineering-R & A / C - unit - V
Thermal Engineering-R & A / C - unit - VThermal Engineering-R & A / C - unit - V
Thermal Engineering-R & A / C - unit - V
 
Thermal Engineering Unit - I & II . ppt
Thermal Engineering  Unit - I & II . pptThermal Engineering  Unit - I & II . ppt
Thermal Engineering Unit - I & II . ppt
 
Computer Networks Basics of Network Devices
Computer Networks  Basics of Network DevicesComputer Networks  Basics of Network Devices
Computer Networks Basics of Network Devices
 
Design For Accessibility: Getting it right from the start
Design For Accessibility: Getting it right from the startDesign For Accessibility: Getting it right from the start
Design For Accessibility: Getting it right from the start
 
kiln thermal load.pptx kiln tgermal load
kiln thermal load.pptx kiln tgermal loadkiln thermal load.pptx kiln tgermal load
kiln thermal load.pptx kiln tgermal load
 
DeepFakes presentation : brief idea of DeepFakes
DeepFakes presentation : brief idea of DeepFakesDeepFakes presentation : brief idea of DeepFakes
DeepFakes presentation : brief idea of DeepFakes
 
Bridge Jacking Design Sample Calculation.pptx
Bridge Jacking Design Sample Calculation.pptxBridge Jacking Design Sample Calculation.pptx
Bridge Jacking Design Sample Calculation.pptx
 
2016EF22_0 solar project report rooftop projects
2016EF22_0 solar project report rooftop projects2016EF22_0 solar project report rooftop projects
2016EF22_0 solar project report rooftop projects
 
Navigating Complexity: The Role of Trusted Partners and VIAS3D in Dassault Sy...
Navigating Complexity: The Role of Trusted Partners and VIAS3D in Dassault Sy...Navigating Complexity: The Role of Trusted Partners and VIAS3D in Dassault Sy...
Navigating Complexity: The Role of Trusted Partners and VIAS3D in Dassault Sy...
 
Learn the concepts of Thermodynamics on Magic Marks
Learn the concepts of Thermodynamics on Magic MarksLearn the concepts of Thermodynamics on Magic Marks
Learn the concepts of Thermodynamics on Magic Marks
 
Computer Lecture 01.pptxIntroduction to Computers
Computer Lecture 01.pptxIntroduction to ComputersComputer Lecture 01.pptxIntroduction to Computers
Computer Lecture 01.pptxIntroduction to Computers
 
+97470301568>> buy weed in qatar,buy thc oil qatar,buy weed and vape oil in d...
+97470301568>> buy weed in qatar,buy thc oil qatar,buy weed and vape oil in d...+97470301568>> buy weed in qatar,buy thc oil qatar,buy weed and vape oil in d...
+97470301568>> buy weed in qatar,buy thc oil qatar,buy weed and vape oil in d...
 
Introduction to Serverless with AWS Lambda
Introduction to Serverless with AWS LambdaIntroduction to Serverless with AWS Lambda
Introduction to Serverless with AWS Lambda
 
S1S2 B.Arch MGU - HOA1&2 Module 3 -Temple Architecture of Kerala.pptx
S1S2 B.Arch MGU - HOA1&2 Module 3 -Temple Architecture of Kerala.pptxS1S2 B.Arch MGU - HOA1&2 Module 3 -Temple Architecture of Kerala.pptx
S1S2 B.Arch MGU - HOA1&2 Module 3 -Temple Architecture of Kerala.pptx
 

vector application

  • 1.
  • 2. MATHS ASSIGNMENT Made by:- Rajat shukla Roll no:-13BTCSNR005
  • 3.  A quantity possessing both magnitude and direction, represented by an arrow the direction of which indicates the direction of the quantity and the length of which is proportional to the magnitude. We can represent vectors in our games to determine how to move entities in relation to each other.
  • 4. Magnitude  The size, extent, or length of a Vector.  Direction  The position or orientation of a vector. Vectors point into different directions in space.
  • 5. VECTOR ADDITION  Two vectors can be added together to form a new vector. To perform vector addition, add the x and y coordinates.  Syntax:  ( v1.x + v2.x, v1.y + v2.y ) = ( v3.x, v3.y )  Example:-  v1 = (3,4)  v2 = (4,6)  v3 = (3+4,4+6) = (7,10)
  • 6. VECTOR SUBTRACTION  Two vectors can be subtracted from each other to form a new vector. To perform vector subtraction, subtract the x and y coordinates.  Syntax  ( v1.x - v2.x, v1.y - v2.y ) = ( v3.x, v3.y )  Example  v1 = (4,2)  v2 = (3,1)  v3 = (4-3,2-1) = (1,1)
  • 7. UNIT VECTOR  In mathematics, a unit vector can be computed for any vector. A unit vector has the same direction as its parent but its length is 1 (the unit length). The unit vector is very important in video games.  Syntax:  Unit Vector = ( x / magnitude, y / magnitude )  Example:  v1 = (3,4)  Magnitude = 5  Unit Vector = (3/5, 4/5)
  • 8. SCALAR VECTOR  A vector can be multiplied or scaled by a number (scalar) to grow or shrink its magnitude.  Syntax  Scaled Vector = ( x * num, y * num )  Example  number or scalar = 3  v1 = (3,4)  Scaled Vector = (3*3,4*3) = (9,12)
  • 9.  From my research I have concluded that vectors can be used in many field such as navigation of aeroplane, ship and satelite,they are also used in gene cloning ,they are widely used in mechanics, physics and computer engineering.  They are also used in graphics by creating a smaller and adding them to get an real object  I am going to tell you about how vectors is used in today's 2D and 3D gaming technology.
  • 10. VECTORS IN GAMING  In games, vectors are used to store positions, directions, and velocities. Here are some 2-Dimensional examples:  The position vector indicates that the man is standing two meters east of the origin, and one meter north. The velocity vector shows that in one minute, the plane moves three kilometers up, and two to the left. The direction vector tells us that the pistol is pointing to the right.
  • 11.  Let's consider the example of Mario jumping. He starts at position (0,0). As he starts the jump, his velocity is (1,3) -- he is moving upwards quickly, but also to the right. His acceleration throughout is (0,-1), because gravity is pulling him downwards. Here is what his jump looks like over the course of seven more frames. The black text specifies his velocity for each frame.  We can walk through the first couple frames by hand to see how this works.  For the first frame, we add his velocity (1,3) to his position (0,0) to get his new position (1,3). Then, we add his acceleration (0,-1) to his velocity (1,3) to get his new velocity (1,2).
  • 12. We do it again for the second frame. We add his velocity (1,2) to his position (1,3) to get (2,5). Then, we add his acceleration (0,-1) to his velocity (1,2) to get (1,1).
  • 13. VECTOR SUBTRACTION  Subtraction works in the same way as addition -- subtracting one component at a time. Vector subtraction is useful for getting a vector that points from one position to another. For example, let's say the player is standing at (1,2) with a laser rifle, and an enemy robot is at (4,3). To get the vector that the laser must travel to hit the robot, you can subtract the player's position from the robot's position. This gives us:  (4,3)-(1,2) = (4-1, 3-2) = (3,1).
  • 14.
  • 15. If the player P is at (3,3) and there is an explosion E at (1,2), we need to find the distance between them to see how much damage the player takes. This is easy to find by combining two tools we have already gone over: subtraction and length. We subtract P-E to get the vector between them, and then find the length of this vector to get the distance between them. The order doesn't matter here, |E-P| will give us the same result.  Distance = |P-E| = |(3,3)-(1,2)| = |(2,1)| =
  • 16.
  • 17.  Vector graphics are based on vectors (also called paths or strokes), which lead through locations called control points or nodes. Each of these points has a definite position on the x and y axes of the work plane and determines the direction of the path; further, each path may be assigned a stroke color, shape, thickness, and fill. These properties don't increase the size of vector graphics files in a substantial manner, as all information resides in the document's structure, which describes solely how the vector should be drawn.
  • 18.
  • 19. 3D GRAPHICS  The basic idea of 3D graphics is to turn a mathematical description of a world into a picture of what that world would look like to someone inside the world.  Here is a much more complicated example, using thousands of triangles. The first picture shows the triangles used, the second picture is what it looks like with colours put in.
  • 20.  Refrence sites and books  GE Hay, Vector and Tensor Analysis  B Hoffmann, About Vectors  http://www.gamasutra.com  http://www.gamedev.net  http://www-cs-students. stanford.edu/~amitp/gameprog.html  http://www.cc.gatech.edu/gvu/multimedia/nsfmmedi a/cware/graphics/toc.html www.GDCONF.com