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INSTRUCTIONS TO STUDENTS:
1. This Timed Online Assignment (TOA) contains FOUR (4) questions and
comprises SIX (6) pages (including cover page).
3. If you have any queries about a question, or believe there is an error in the
question, while the assignment is in session, briefly explain your understanding
of and assumptions about that question before attempting it.
4. You are to include the following particulars in your submission: Course Code,
SUSS PI No., and Your Full Name. You will need to name your submission file
as CourseCode_FullName_StudentPI.
5. Please submit only ONE (1) file (<500 MB) within the time-limit via Canvas
[similar to Tutor Marked Assignment (TMA) submission]. If you do not submit
within the time-limit, you would be deemed to have withdrawn (W) from the
course. Appeal is NOT allowed.
Question 1
Discuss the operations and properties of vectors and matrices, including the geometrical
meaning of the operations. Answer part (a) to (e) using cross product and dot product of
vectors.
u = (2, 3, 4) and
v = (5, 6, 7)
(d) Show that the three vectors u, n and w are orthogonal to each other.
(5 marks)
3 6 −3
(e) Calculate the inverse of the matrix [−3 4 18 ].
6 −3 −6
(10 marks)
Question 2
(a) Describe the intersection between a straight path and the surface of a sphere. The
initial path of a fired bullet is defined by P(t) = S + tV where t ≥ 0, S = (5,1,4)
and V = (-3,2,-1). A spherical ball with radius 5 is centered at the origin.
(i) Calculate the intersection between the path of the bullet and the surface
of the sphere.
(10 marks)
(ii) Using your answer in part (i), determine the point where the bullet hits
the sphere.
(5 marks)
Question 3
2
(a) Form the matrix Mx that rotates the line about the x-axis by 𝑐𝑜𝑠 −1 ( ).
√5
(5 marks)
√5
(b) Form the matrix My that rotates the line about the y-axis by 𝑐𝑜𝑠 −1 ( ).
√14
(5 marks)
(c) Compute M = MyMx and verify that M rotates the line onto the z-axis, that
−3 0
M[ 1 ] = [ 0 ].
2 √14
(8 marks)
(d) Form the matrix R that rotates the object by 30 o about the z axis.
(3 marks)
(e) Form the matrix M-1 and verify that M-1 rotates the line from the z-axis back to
0 −3
its original position, that is M-1[ 0 ] = [ 1 ].
√14 2
(4 marks)
Explain briefly how each of the FOUR (4) main types of light sources are used in 3D
graphics systems.
R = L - 2(L●N)N
2) Rotation matrix
1 0 0
Rx(A) = [0 𝑐𝑜𝑠𝐴 −𝑠𝑖𝑛𝐴]
0 𝑠𝑖𝑛𝐴 𝑐𝑜𝑠𝐴
𝑐𝑜𝑠𝐵 0 𝑠𝑖𝑛𝐵
Ry(B) = [ 0 1 0 ]
−𝑠𝑖𝑛𝐵 0 𝑐𝑜𝑠𝐵
𝑐𝑜𝑠𝐶 −𝑠𝑖𝑛𝐶 0
Rz(C) = [ 𝑠𝑖𝑛𝐶 𝑐𝑜𝑠𝐶 0]
0 0 1
3) Trigonometric Identities
cos2θ + sin2θ = 1