Essential Mathematics for Computational Design
Essential Mathematics for Computational Design, by Rajaa Issa (Robert McNeel & Associates), introduces to design professionals the foundation mathematical concepts that are necessary for effective development of computational methods for 3-D modeling and computer graphics. This is not meant to be a complete and comprehensive resource, but rather an overview of the basic and most commonly used concepts.
The material is directed towards designers who have little or no background in mathematics beyond high school. All concepts are explained visually using Grasshopper ® (GH), the generative modeling environment for Rhinoceros ® (Rhino).
The content is divided into three chapters. Chapter 1 discusses vector math including vector representation, vector operation, and line and plane equations. Chapter 2 reviews matrix operations and transformations. Chapter 3 includes an in-depth review of parametric curves with special focus on NURBS curves and the concepts of continuity and curvature. It also reviews NURBS surfaces and polysurfaces.
The author would like to acknowledge the excellent and thorough technical review by Dr. Dale Lear of Robert McNeel & Associates. His valuable comments were instrumental in producing this edition. I would also like to acknowledge Ms. Margaret Becker of Robert McNeel & Associates for reviewing the technical writing and formatting the document.
Contents
- 1 Vector Mathematics
- 1.1 Vector representation
- 1.2 Vector operations
- 1.2.1 Vector scalar operation
- 1.2.2 Vector addition
- 1.2.3 Vector subtraction
- 1.2.4 Vector properties
- 1.2.5 Vector dot product
- 1.2.6 Vector dot product, lengths, and angles
- 1.2.7 Dot product properties
- 1.2.8 Vector cross product
- 1.2.9 Cross product and angle between vectors
- 1.2.10 Cross product properties
- 1.3 Vector equation of line
- 1.4 Vector equation of a plane
- 1.5 Tutorials
- 2 Matrices and Transformations
- 3 Parametric Curves and Surfaces
- 3.1 Parametric curves
- 3.2 NURBS curves
- 3.3 Curve geometric continuity
- 3.4 Curve curvature
- 3.5 Parametric surfaces
- 3.6 Surface geometric continuity
- 3.7 Surface curvature
- 3.8 NURBS surfaces
- 3.9 Polysurfaces
- 3.10 Tutorials
- 4 References
Vector Mathematics
A vector indicates a quantity, such as velocity or force, that has direction and length. Vectors in 3D coordinate systems are represented with an ordered set of three real numbers and look like:
- v = <a1, a2, a3>
Vector representation
In this document, lower case bold letters will notate vectors. Vector components are also enclosed in angle brackets. Upper case letters will notate points. Point coordinates will always be enclosed by parentheses. Using a coordinate system and any set of anchor points in that system, we can represent or visualize these vectors using a line-segment representation. An arrowhead shows the vector direction. For example, if we have a vector that has a direction parallel to the x-axis of a given 3D coordinate system and a length of 5 units, we can write the vector as follows:
- v = <5, 0, 0>
To represent that vector, we need an anchor point in the coordinate system. For example, all of the arrows in the following figure are equal representations of the same vector despite the fact that they are anchored at different locations.
| Given a 3D vector v = < a1, a2, a3 >, all vector components a1, a2, a3 are real numbers. Also all line segments from a point A(x,y,z) to point B(x+a1, y+a2, z+a3) are equivalent representations of vector v. |
So, how do we define the end points of a line segment that represents a given vector? Let us define an anchor point (A) so that:
- A = (1, 2, 3)
And a vector:
- v = <5, 6, 7>
The tip point (B) of the vector is calculated by adding the corresponding components from anchor point and vector v:
- B = A + v
- B = (1+5, 2+6, 3+7)
- B = (6, 8, 10)
Position vector
One special vector representation uses the origin point (0,0,0) as the vector anchor point. The position vector v = <a1,a2,a3> is represented with a line segment between two points, the origin and B, so that:
- Origin point = (0,0,0)
- B = (a1,a2,a3)
| A position vector for a given vector v= < a1,a2,a3 > is a special line segment representation from the origin point (0,0,0) to point (a1,a2,a3). |
Vectors vs. points
Do not confuse vectors and points. They are very different concepts. Vectors, as we mentioned, represent a quantity that has direction and length, while points indicate a location. For example, the North direction is a vector, while the North Pole is a location (point). If we have a vector and a point that have the same components, such as:
- v = <3,1,0>
- P = (3,1,0)
We can draw the vector and the point as follows:
Vector length
As mentioned before, vectors have length. We will use |a| to notate the length of a given vector a. For example:
- a = <4, 3, 0>
- |a| = √(42 + 32 + 02)
- |a| = 5
In general, the length of a vector a<a1,a2,a3> is calculated as follows:
- |a| = √(a12 + a22 + a32)
Unit vector
A unit vector is a vector with a length equal to one unit. Unit vectors are commonly used to compare the directions of vectors.
| A unit vector is a vector whose length is equal to one unit. |
To calculate a unit vector, we need to find the length of the given vector, and then divide the vector components by the length. For example:
- a = <4, 3, 0>
- |a| = √(42 + 32 + 02)
- |a| = 5 unit length
If b = unit vector of a, then:
- b = <4/5, 3/5, 0/5>
- b = <0.8, 0.6, 0>
- |b| = √(0.82 + 0.62 + 02)
- |b| = √(0.64 + 0.36 + 0)
- |b| = √(1) = 1 unit length
In general:
- a = <a1, a2, a3>
- The unit vector of a = <a1/|a|, a2/|a|, a3/|a|>
Vector operations
Vector scalar operation
Vector scalar operation involves multiplying a vector by a number. For example:
- a = <4, 3, 0>
- 2*a = <2*4, 2*3, 2*0>
- 2*a = <8, 6, 0>
In general, given vector a = <a1, a2, a3>, and a real number t
- t*a = < t*a1, t*a2, t*a3 >
Vector addition
Vector addition takes two vectors and produces a third vector. We add vectors by adding their components.
| Vectors are added by adding their components. |
For example, if we have two vectors:
- a<1, 2, 0>
- b<4, 1, 3>
- a+b = <1+4, 2+1, 0+3>
- a+b = <5, 3, 3>
In general, vector addition of the two vectors a and b is calculated as follows:
- a = <a1, a2, a3>
- b = <b1, b2, b3>
- a+b = <a1+b1, a2+b2, a3+b3>
Vector addition is useful for finding the average direction of two or more vectors. In this case, we usually use same-length vectors. Here is an example that shows the difference between using same-length vectors and different-length vectors on the resulting vector addition:
Input vectors are not likely to be same length. In order to find the average direction, you need to use the unit vector of input vectors. As mentioned before, the unit vector is a vector of that has a length equal to 1.
Vector subtraction
Vector subtraction takes two vectors and produces a third vector. We subtract two vectors by subtracting corresponding components. For example, if we have two vectors a and b and we subtract b from a, then:
- a<1, 2, 0>
- b<4, 1, 4>
- a-b = <1-4, 2-1, 0-4>
- a-b = <-3, 1, -4>
If we subtract b from a, we get a different result:
- b - a = <4-1, 1-2, 4-0>
- b - a = <3, -1, 4>
Note that the vector b - a has the same length as the vector a - b, but goes in the opposite direction.
In general, if we have two vectors, a and b, then a - b is a vector that is calculated as follows:
- a = <a1, a2, a3>
- b = <b1, b2, b3>
- a - b = <a1 - b1, a2 - b2, a3 - b3>
Vector subtraction is commonly used to find vectors between points. So if we need to find a vector that goes from the tip point of the position vector b to the tip point of the position vector a, then we use vector subtraction (a-b) as shown in Figure 11.
Vector properties
There are eight properties of vectors. If a, b, and c are vectors, and s and t are numbers, then:
- a + b = b + a
- a + 0 = a
- s * (a + b) = s * a + s * b
- s * t * (a) = s * (t * a)
- a + (b + c) = (a + b) + c
- a + (-a) = 0
- (s + t) * a = s * a + t * a
- 1 * a = a
Vector dot product
The dot product takes two vectors and produces a number. For example, if we have the two vectors a and b so that:
- a = <1, 2, 3>
- b = <5, 6, 7>
Then the dot product is the sum of multiplying the components as follows:
- a · b = 1 * 5 + 2 * 6 + 3 * 7
- a · b = 38
In general, given the two vectors a and b:
- a = <a1, a2, a3>
:b = <b1, b2, b3>
- a · b = a1 * b1 + a2 * b2 + a3 * b3
We always get a positive number for the dot product between two vectors when they go in the same general direction. A negative dot product between two vectors means that the two vectors go in the opposite general direction.
When calculating the dot product of two unit vectors, the result is always between 1 and +1. For example:
- a = <1, 0, 0>
- b = <0.6, 0.8, 0>
- a · b = (1 * 0.6, 0 * 0.8, 0 * 0) = 0.6
In addition, the dot product of a vector with itself is equal to that vector’s length to the power of two. For example:
- a = <0, 3, 4>
- a · a = 0 * 0 + 3 * 3 + 4 * 4
- a · a = 25
Calculating the square length of vector a:
- | a | = √(42 + 32 + 02)
- | a | = 5
- | a |2 = 25
Vector dot product, lengths, and angles
Dot product properties
Vector cross product
Cross product and angle between vectors
Cross product properties
Vector equation of line
Vector equation of a plane
Tutorials
Face direction
Input
Parameters
Solution
Exploded box
Input
Parameters
Solution
Tangent spheres
Input
Parameters
Solution
Matrices and Transformations
Matrix operations
Matrix multiplication
Method 1
Method 2
Identity matrix
Transformation operations
Translation (move) transformation
Rotation transformation
Scale transformation
Shear transformation
Mirror or reflection transformation
Planar Projection transformation
Tutorial
Multiple transformations
Input
Additional input
Solution
Parametric Curves and Surfaces
Parametric curves
Curve parameter
Curve domain or interval
Curve evaluation
Tangent vector to a curve
Cubic polynomial curves
Evaluating cubic Bézier curves
NURBS curves
Degree
Control points
Weights of control points
Knots
Knots are parameter values
Knot multiplicity
Fully-multiple knots
Uniform knots
Non uniform knots
Evaluation rule
Characteristics of NURBS curves
Clamped vs. periodic NURBS curves
Weights
Evaluating NURBS curves
Solution
Curve geometric continuity
Curve curvature
Parametric surfaces
Surface parameters
Surface domain
Surface evaluation
Tangent plane of a surface
Surface geometric continuity
Surface curvature
Principal curvatures
Gaussian curvature
Mean curvature
NURBS surfaces
Characteristics of NURBS surfaces
Singularity in NURBS surfaces
Trimmed NURBS surfaces
Polysurfaces
Tutorials
Continuity between curves
Input
Parameters
Solution
Surfaces with singularity
Input
Parameters
Solution
References
Edward Angel, "Interactive Computer Graphics with OpenGL,” Addison Wesley Longman, Inc., 2000.
James D Foley, Steven K Feiner, John F Hughes, "Introduction to Computer Graphics" Addison-Wesley Publishing Company, Inc., 1997.
James Stewart, "Calculus," Wadsworth, Inc., 1991.
Kenneth Hoffman, Ray Kunze, “Linear Algebra”, Prentice-Hall, Inc., 1971
Rhinoceros® help document, Robert McNeel and Associates, 2009.











